Cleanup: DRW: Remove unused functions
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@@ -377,14 +377,7 @@ struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFor
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
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DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *material,
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DRWPass *pass,
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struct GPUBatch *geom,
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struct Object *ob,
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struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material,
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DRWPass *pass,
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int size);
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DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader,
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DRWPass *pass,
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struct GPUBatch *geom,
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@@ -394,9 +387,6 @@ DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(struct GPUShader *sha
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DRWPass *pass,
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struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader,
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DRWPass *pass,
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int size);
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DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
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DRWPass *pass,
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struct GPUVertBuf *tf_target);
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@@ -1030,44 +1030,6 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
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return shgroup;
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}
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DRWShadingGroup *DRW_shgroup_material_instance_create(
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struct GPUMaterial *material, DRWPass *pass, GPUBatch *geom, Object *ob, GPUVertFormat *format)
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{
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GPUPass *gpupass = GPU_material_get_pass(material);
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DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
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if (shgroup) {
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shgroup->type = DRW_SHG_INSTANCE;
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shgroup->instance_geom = geom;
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drw_call_calc_orco(ob, shgroup->instance_orcofac);
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drw_shgroup_instance_init(shgroup, GPU_pass_shader_get(gpupass), geom, format);
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drw_shgroup_material_inputs(shgroup, material);
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}
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return shgroup;
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}
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DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material,
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DRWPass *pass,
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int tri_count)
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{
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#ifdef USE_GPU_SELECT
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BLI_assert((G.f & G_FLAG_PICKSEL) == 0);
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#endif
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GPUPass *gpupass = GPU_material_get_pass(material);
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DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
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if (shgroup) {
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/* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */
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drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass));
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shgroup->type = DRW_SHG_TRIANGLE_BATCH;
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shgroup->instance_count = tri_count * 3;
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drw_shgroup_material_inputs(shgroup, material);
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}
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return shgroup;
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}
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
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{
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DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
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@@ -1120,29 +1082,6 @@ DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass
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return DRW_shgroup_line_batch_create_with_format(shader, pass, g_pos_format);
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}
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/**
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* Very special batch. Use this if you position
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* your vertices with the vertex shader
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* and dont need any VBO attribute.
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*/
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DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader,
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DRWPass *pass,
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int tri_count)
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{
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#ifdef USE_GPU_SELECT
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BLI_assert((G.f & G_FLAG_PICKSEL) == 0);
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#endif
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DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
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/* Calling drw_shgroup_init will cause it to call GPU_draw_primitive(). */
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drw_shgroup_init(shgroup, shader);
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shgroup->type = DRW_SHG_TRIANGLE_BATCH;
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shgroup->instance_count = tri_count * 3;
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return shgroup;
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}
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DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
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DRWPass *pass,
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GPUVertBuf *tf_target)
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