Cleanup: remove legacy GPU pass binding code.

This commit is contained in:
Brecht Van Lommel 2018-06-14 12:50:19 +02:00
parent 39142103d9
commit 14db989e73
2 changed files with 0 additions and 75 deletions

View File

@ -1194,77 +1194,6 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
GPU_shader_unbind();
}
void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap)
{
GPUInput *input;
GPUShader *shader = pass->shader;
if (!shader)
return;
GPU_shader_bind(shader);
/* create the textures */
for (input = inputs->first; input; input = input->next) {
if (input->ima)
input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
else if (input->prv)
input->tex = GPU_texture_from_preview(input->prv, mipmap);
}
/* bind the textures, in second loop so texture binding during
* create doesn't overwrite already bound textures */
for (input = inputs->first; input; input = input->next) {
if (input->tex && input->bindtex) {
GPU_texture_bind(input->tex, input->texid);
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
}
}
}
void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs)
{
GPUInput *input;
GPUShader *shader = pass->shader;
if (!shader)
return;
/* pass dynamic inputs to opengl, others were removed */
for (input = inputs->first; input; input = input->next) {
if (!(input->ima || input->tex || input->prv)) {
if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
// The hardness is actually a short pointer, so we convert it here
float val = (float)(*(short *)input->dynamicvec);
GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
}
else {
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
}
}
}
void GPU_pass_unbind(GPUPass *pass, ListBase *inputs)
{
GPUInput *input;
GPUShader *shader = pass->shader;
if (!shader)
return;
for (input = inputs->first; input; input = input->next) {
if (input->tex && input->bindtex)
GPU_texture_unbind(input->tex);
if (input->ima || input->prv)
input->tex = NULL;
}
GPU_shader_unbind();
}
/* Node Link Functions */
static GPUNodeLink *GPU_node_link_create(void)

View File

@ -184,10 +184,6 @@ void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs
void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap);
void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs);
void GPU_pass_unbind(GPUPass *pass, ListBase *inputs);
void GPU_pass_compile(GPUPass *pass);
void GPU_pass_release(GPUPass *pass);
void GPU_pass_free_nodes(ListBase *nodes);