Commit: b1e839d9e37eff389fb10fc2b93e22fd6efaea90
Author: Lukas Toenne
Date:   Sun Jul 15 12:57:33 2018 +0100
Branches: hair_guides_grooming
https://developer.blender.org/rBb1e839d9e37eff389fb10fc2b93e22fd6efaea90

Post-merge fixes for the groom object type draw code.

===================================================================

M       source/blender/draw/engines/workbench/workbench_deferred.c
M       source/blender/draw/engines/workbench/workbench_forward.c
M       source/blender/draw/intern/draw_cache_impl_groom.c
M       source/blender/editors/screen/screen_ops.c

===================================================================

diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c 
b/source/blender/draw/engines/workbench/workbench_deferred.c
index 2867dd78747..a3c57f5903e 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -666,11 +666,7 @@ static void workbench_cache_populate_groom(WORKBENCH_Data 
*vedata, Object *ob)
                                     shader);
        DRW_shgroup_stencil_mask(shgrp, 0xFF);
        DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
-       DRW_shgroup_uniform_block(shgrp, "material_block", 
material->material_ubo);
-       if (image) {
-               GPUTexture *tex = GPU_texture_from_blender(image, NULL, 
GL_TEXTURE_2D, false, 0.0f);
-               DRW_shgroup_uniform_texture(shgrp, "image", tex);
-       }
+       workbench_material_shgroup_uniform(wpd, shgrp, material);
 }
 
 void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object 
*ob)
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c 
b/source/blender/draw/engines/workbench/workbench_forward.c
index a32f04f7d3a..ea48ccd78fb 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -481,7 +481,7 @@ static void 
workbench_forward_cache_populate_groom(WORKBENCH_Data *vedata, Objec
                                     shader);
        workbench_material_set_normal_world_matrix(shgrp, wpd, 
e_data.normal_world_matrix);
        DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
-       DRW_shgroup_uniform_block(shgrp, "material_block", 
material->material_ubo);
+       workbench_material_shgroup_uniform(wpd, shgrp, material);
        DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 
3);
        /* Hairs have lots of layer and can rapidly become the most prominent 
surface.
         * So lower their alpha artificially. */
diff --git a/source/blender/draw/intern/draw_cache_impl_groom.c 
b/source/blender/draw/intern/draw_cache_impl_groom.c
index 24be23602a2..b34307cfe6f 100644
--- a/source/blender/draw/intern/draw_cache_impl_groom.c
+++ b/source/blender/draw/intern/draw_cache_impl_groom.c
@@ -879,7 +879,7 @@ static void 
groom_batch_cache_create_overlay_batches(GroomRenderData *rdata, Gro
        if (cache->overlay_verts == NULL) {
                static Gwn_VertFormat format = { 0 };
                static struct { uint pos, nor, data; } attr_id;
-               if (format.attrib_ct == 0) {
+               if (format.attr_len == 0) {
                        /* initialize vertex format */
                        attr_id.pos = GWN_vertformat_attr_add(&format, "pos", 
GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
                        attr_id.nor = GWN_vertformat_attr_add(&format, "nor", 
GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
diff --git a/source/blender/editors/screen/screen_ops.c 
b/source/blender/editors/screen/screen_ops.c
index f538a55d82b..4dc6092e2cf 100644
--- a/source/blender/editors/screen/screen_ops.c
+++ b/source/blender/editors/screen/screen_ops.c
@@ -532,7 +532,7 @@ bool ED_operator_editmball(bContext *C)
        return 0;
 }
 
-int ED_operator_editgroom(bContext *C)
+bool ED_operator_editgroom(bContext *C)
 {
        Object *obedit = CTX_data_edit_object(C);
        if (obedit && obedit->type == OB_GROOM)

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