Remove unused function

Is not needed anymore since 9577ebde79.
This commit is contained in:
Sergey Sharybin
2018-04-30 12:27:18 +02:00
parent a88a8528f1
commit bfe88006a3
2 changed files with 0 additions and 51 deletions

View File

@@ -89,7 +89,6 @@ typedef struct DRWUpdateContext {
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, struct ID *id);
typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage;

View File

@@ -1085,56 +1085,6 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
/** \} */
/** \name ID Update
* \{ */
/* TODO(sergey): This code is run for each changed ID (including the ones which
* are changed indirectly via update flush. Need to find a way to make this to
* run really fast, hopefully without any memory allocations on a heap
* Idea here could be to run every known engine's id_update() and make them
* do nothing if there is no engine-specific data yet.
*/
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
/* Separate update for each stereo view. */
for (int view = 0; view < 2; view++) {
GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
if (!viewport) {
continue;
}
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.viewport = viewport;
DST.draw_ctx = (DRWContextState){
.ar = ar, .rv3d = rv3d, .v3d = v3d,
.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
};
drw_engines_enable(view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
if (draw_engine->id_update) {
draw_engine->id_update(data, id);
}
}
DST.viewport = NULL;
drw_engines_disable();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)