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:
parent
2a2a4c8a27
commit
6be964e267
|
@ -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,
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue