DRW: Make missing uniform debuging print only once
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e3b3b32076
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@ -122,8 +122,6 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup, const char *name,
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}
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if (location == -1) {
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if (G.debug & G_DEBUG_GPU)
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fprintf(stderr, "Warning: Pass : %s, Uniform '%s' not found!\n", shgroup->pass_parent->name, name);
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/* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
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// BLI_assert(0);
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return;
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@ -30,6 +30,7 @@
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*/
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#include "MEM_guardedalloc.h"
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#include "BKE_global.h"
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#include "GPU_shader_interface.h"
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@ -316,11 +317,14 @@ const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *shad
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const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *shaderface, const char *name)
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{
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/* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */
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const GPUShaderInput *input = GPU_shaderinterface_uniform(shaderface, name);
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/* If input is not found add it so it's found next time. */
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if (input == NULL) {
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input = add_uniform((GPUShaderInterface *)shaderface, name);
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if ((G.debug & G_DEBUG_GPU) && (input->location == -1)) {
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fprintf(stderr, "GPUShaderInterface: Warning: Uniform '%s' not found!\n", name);
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}
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}
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return (input->location != -1) ? input : NULL;
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}
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