Depsgraph: Remove old unused function which is no longer to be used

This commit is contained in:
Sergey Sharybin 2017-11-07 16:53:10 +01:00
parent 16fcf9dfbf
commit fc789803ca
2 changed files with 0 additions and 24 deletions

View File

@ -157,9 +157,6 @@ void BKE_scene_graph_update_for_newframe(struct EvaluationContext *eval_ctx,
struct Main *bmain,
struct Scene *sce);
/* NOTE: DO NOT USE THOSE IN NEW CODE! */
void BKE_scene_update_tagged(struct EvaluationContext *eval_ctx, struct Main *bmain, struct Scene *sce);
struct SceneRenderLayer *BKE_scene_add_render_layer(struct Scene *sce, const char *name);
bool BKE_scene_remove_render_layer(struct Main *main, struct Scene *scene, struct SceneRenderLayer *srl);

View File

@ -1660,27 +1660,6 @@ void BKE_scene_graph_update_for_newframe(EvaluationContext *eval_ctx,
DEG_ids_clear_recalc(bmain);
}
static void scene_ensure_legacy_depsgraph(Main *bmain, Scene *scene)
{
if (scene->depsgraph_legacy == NULL) {
scene->depsgraph_legacy = DEG_graph_new();
DEG_graph_build_from_scene(scene->depsgraph_legacy, bmain, scene);
/* TODO(sergey): When we first create dependency graph we consider
* it is first time became visible. This is true for viewports, but
* will fail when render engines will start having their own graphs.
*/
DEG_graph_on_visible_update(bmain, scene->depsgraph_legacy);
}
}
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
/* Make sure graph is allocated. This is not always guaranteed now. */
scene_ensure_legacy_depsgraph(bmain, scene);
/* Do actual graph evaluation. */
BKE_scene_graph_update_tagged(eval_ctx, scene->depsgraph_legacy, bmain, scene);
}
/* return default layer, also used to patch old files */
SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
{