Cleanup: Remove unused code

There was a note about reusing this for "texture nodes", but that will
probably not be implemented in this way anyway.
This commit is contained in:
Hans Goudey 2021-04-01 08:42:03 -05:00
parent 2a2a4c8a27
commit 6be964e267
2 changed files with 0 additions and 28 deletions

View File

@ -1067,7 +1067,6 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree,
struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree);
void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread);
struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
void ntreeGPUMaterialNodes(struct bNodeTree *localtree,

View File

@ -1028,30 +1028,3 @@ void ntreeShaderEndExecTree(bNodeTreeExec *exec)
ntree->execdata = NULL;
}
}
/* TODO: left over from Blender Internal, could reuse for new texture nodes. */
bool ntreeShaderExecTree(bNodeTree *ntree, int thread)
{
ShaderCallData scd;
bNodeThreadStack *nts = NULL;
bNodeTreeExec *exec = ntree->execdata;
int compat;
/* ensure execdata is only initialized once */
if (!exec) {
BLI_thread_lock(LOCK_NODES);
if (!ntree->execdata) {
ntree->execdata = ntreeShaderBeginExecTree(ntree);
}
BLI_thread_unlock(LOCK_NODES);
exec = ntree->execdata;
}
nts = ntreeGetThreadStack(exec, thread);
compat = ntreeExecThreadNodes(exec, nts, &scd, thread);
ntreeReleaseThreadStack(nts);
/* if compat is zero, it has been using non-compatible nodes */
return compat;
}