Cleanup: GPU: Remove GPU_draw_primitive and default_vao_

These are not used anymore and can be replicated using the GPUBatch API.
This commit is contained in:
2020-08-31 18:42:14 +02:00
parent 052538edc1
commit 13b0a697a0
6 changed files with 0 additions and 32 deletions

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@@ -154,9 +154,6 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count);
/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
void GPU_batch_draw_advanced(GPUBatch *, int v_first, int v_count, int i_first, int i_count);
/* Does not even need batch */
void GPU_draw_primitive(GPUPrimType, int v_count);
#if 0 /* future plans */
/* 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
static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count);
}
/* just draw some vertices and let shader place them where we want. */
void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
{
GPU_context_active_get()->state_manager->apply_state();
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(GPU_vao_default());
GLenum type = blender::gpu::to_gl(prim_type);
glDrawArrays(type, 0, v_count);
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging.*/
// glBindVertexArray(0);
}
/** \} */
/* -------------------------------------------------------------------- */

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@@ -126,12 +126,6 @@ GPUContext *GPU_context_active_get(void)
return active_ctx;
}
GLuint GPU_vao_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
return static_cast<GLContext *>(active_ctx)->default_vao_;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;

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@@ -82,8 +82,6 @@ struct GPUContext {
MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
};
GLuint GPU_vao_default(void);
/* These require a gl ctx bound. */
GLuint GPU_buf_alloc(void);
GLuint GPU_tex_alloc(void);

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@@ -47,8 +47,6 @@ using namespace blender::gpu;
GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
: shared_orphan_list_(shared_orphan_list)
{
glGenVertexArrays(1, &default_vao_);
float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glGenBuffers(1, &default_attr_vbo_);
glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
@@ -101,7 +99,6 @@ GLContext::~GLContext()
for (GLVaoCache *cache : vao_caches_) {
cache->clear();
}
glDeleteVertexArrays(1, &default_vao_);
glDeleteBuffers(1, &default_attr_vbo_);
}

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@@ -61,8 +61,6 @@ class GLSharedOrphanLists {
class GLContext : public GPUContext {
/* TODO(fclem) these needs to become private. */
public:
/** Default VAO for procedural draw calls. */
GLuint default_vao_;
/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
GLuint default_attr_vbo_;
/**