Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create
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@@ -172,23 +172,11 @@ bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
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/* This creates a shading group with display hairs.
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* The draw call is already added by this function, just add additional uniforms. */
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struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWPass *hair_pass,
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struct GPUShader *shader);
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struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWShadingGroup *shgrp);
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struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWPass *hair_pass,
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struct GPUMaterial *material);
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void DRW_hair_init(void);
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void DRW_hair_update(void);
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void DRW_hair_free(void);
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@@ -124,13 +124,10 @@ void DRW_hair_init(void)
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}
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}
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static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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DRWPass *hair_pass,
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DRWShadingGroup *shgrp_parent,
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struct GPUMaterial *gpu_mat,
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GPUShader *gpu_shader)
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DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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DRWShadingGroup *shgrp_parent)
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{
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/* TODO(fclem): Pass the scene as parameter */
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const DRWContextState *draw_ctx = DRW_context_state_get();
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@@ -154,24 +151,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
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need_ft_update = hair_ensure_procedural_data(object, &hair_cache, subdiv, thickness_res);
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}
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DRWShadingGroup *shgrp;
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if (shgrp_parent) {
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shgrp = DRW_shgroup_create_sub(shgrp_parent);
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}
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else if (gpu_mat) {
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shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
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}
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else if (gpu_shader) {
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shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
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}
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else {
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shgrp = NULL;
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BLI_assert(0);
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}
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if (shgrp == NULL) {
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return NULL;
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}
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DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
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/* TODO optimize this. Only bind the ones GPUMaterial needs. */
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for (int i = 0; i < hair_cache->num_uv_layers; i++) {
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@@ -287,29 +267,6 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
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return shgrp;
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}
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DRWShadingGroup *DRW_shgroup_hair_create(
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Object *object, ParticleSystem *psys, ModifierData *md, DRWPass *hair_pass, GPUShader *shader)
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{
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, NULL, shader);
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}
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DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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DRWShadingGroup *shgrp)
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{
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, NULL, shgrp, NULL, NULL);
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}
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DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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DRWPass *hair_pass,
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struct GPUMaterial *material)
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{
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, material, NULL);
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}
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void DRW_hair_update(void)
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{
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#ifndef USE_TRANSFORM_FEEDBACK
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