Cleanup: DRW: Remove unused code
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@@ -411,7 +411,6 @@ static void drw_manager_init(DRWManager *dst, GPUViewport *viewport, const int s
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dst->viewport = viewport;
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dst->view_data_active = dst->vmempool->view_data[view];
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dst->primary_view_num = 0;
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drw_viewport_data_reset(dst->vmempool);
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@@ -19,13 +19,11 @@
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#include "GPU_batch.hh"
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#include "GPU_context.hh"
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#include "GPU_framebuffer.hh"
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#include "GPU_shader.hh"
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#include "GPU_viewport.hh"
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#include "draw_instance_data.hh"
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struct DRWDebugModule;
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struct DRWTexturePool;
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struct DRWUniformChunk;
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struct DRWViewData;
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struct DRWTextStore;
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@@ -70,11 +68,6 @@ struct DRWData {
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void *volume_grids_ubos; /* VolumeUniformBufPool */
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/** List of smoke textures to free after drawing. */
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ListBase smoke_textures;
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/**
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* Texture pool to reuse temp texture across engines.
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* TODO(@fclem): The pool could be shared even between view-ports.
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*/
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DRWTexturePool *texture_pool;
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/** Per stereo view data. Contains engine data and default frame-buffers. */
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DRWViewData *view_data[2];
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/** Per draw-call curves object data. */
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@@ -142,8 +135,6 @@ struct DRWManager {
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/** True, when drawing is in progress, see #DRW_draw_in_progress. */
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bool in_progress;
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uint primary_view_num;
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TaskGraph *task_graph;
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/* Contains list of objects that needs to be extracted from other objects. */
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GSet *delayed_extraction;
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@@ -183,12 +174,6 @@ void drw_batch_cache_generate_requested(Object *ob);
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void drw_batch_cache_generate_requested_delayed(Object *ob);
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void drw_batch_cache_generate_requested_evaluated_mesh_or_curve(Object *ob);
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/* Procedural Drawing */
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blender::gpu::Batch *drw_cache_procedural_points_get();
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blender::gpu::Batch *drw_cache_procedural_lines_get();
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blender::gpu::Batch *drw_cache_procedural_triangles_get();
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blender::gpu::Batch *drw_cache_procedural_triangle_strips_get();
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namespace blender::draw {
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void DRW_mesh_get_attributes(const Object &object,
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