Cleanup: GPU: Remove GPU_draw_primitive and default_vao_
These are not used anymore and can be replicated using the GPUBatch API.
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@@ -154,9 +154,6 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count);
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/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
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void GPU_batch_draw_advanced(GPUBatch *, int v_first, int v_count, int i_first, int i_count);
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/* Does not even need batch */
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void GPU_draw_primitive(GPUPrimType, int v_count);
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#if 0 /* future plans */
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/* Can multiple batches share a GPUVertBuf? Use ref count? */
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@@ -280,22 +280,6 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
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static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count);
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}
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/* just draw some vertices and let shader place them where we want. */
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void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
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{
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GPU_context_active_get()->state_manager->apply_state();
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/* we cannot draw without vao ... annoying ... */
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glBindVertexArray(GPU_vao_default());
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GLenum type = blender::gpu::to_gl(prim_type);
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glDrawArrays(type, 0, v_count);
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/* Performance hog if you are drawing with the same vao multiple time.
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* Only activate for debugging.*/
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// glBindVertexArray(0);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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@@ -126,12 +126,6 @@ GPUContext *GPU_context_active_get(void)
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return active_ctx;
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}
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GLuint GPU_vao_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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return static_cast<GLContext *>(active_ctx)->default_vao_;
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}
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GLuint GPU_vao_alloc(void)
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{
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GLuint new_vao_id = 0;
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@@ -82,8 +82,6 @@ struct GPUContext {
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MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
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};
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GLuint GPU_vao_default(void);
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/* These require a gl ctx bound. */
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GLuint GPU_buf_alloc(void);
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GLuint GPU_tex_alloc(void);
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@@ -47,8 +47,6 @@ using namespace blender::gpu;
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GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
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: shared_orphan_list_(shared_orphan_list)
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{
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glGenVertexArrays(1, &default_vao_);
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float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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glGenBuffers(1, &default_attr_vbo_);
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glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
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@@ -101,7 +99,6 @@ GLContext::~GLContext()
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for (GLVaoCache *cache : vao_caches_) {
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cache->clear();
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}
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glDeleteVertexArrays(1, &default_vao_);
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glDeleteBuffers(1, &default_attr_vbo_);
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}
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@@ -61,8 +61,6 @@ class GLSharedOrphanLists {
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class GLContext : public GPUContext {
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/* TODO(fclem) these needs to become private. */
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public:
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/** Default VAO for procedural draw calls. */
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GLuint default_vao_;
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/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
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GLuint default_attr_vbo_;
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/**
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