Cleanup: DRW: Remove unused functions

This commit is contained in:
2019-05-11 17:45:45 +02:00
parent 754ecd61aa
commit e0420097e3
2 changed files with 1 additions and 72 deletions

View File

@@ -377,14 +377,7 @@ struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFor
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *material,
DRWPass *pass,
struct GPUBatch *geom,
struct Object *ob,
struct GPUVertFormat *format);
DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material,
DRWPass *pass,
int size);
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader,
DRWPass *pass,
struct GPUBatch *geom,
@@ -394,9 +387,6 @@ DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(struct GPUShader *sha
DRWPass *pass,
struct GPUVertFormat *format);
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader,
DRWPass *pass,
int size);
DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
DRWPass *pass,
struct GPUVertBuf *tf_target);

View File

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