cogl: Remove header-only functions

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3806>
This commit is contained in:
Bilal Elmoussaoui 2024-06-14 02:27:28 +02:00
parent e638e5dfab
commit 4f896e55d6
2 changed files with 0 additions and 57 deletions

View File

@ -83,56 +83,6 @@ struct _CoglOnscreenClass
int (* get_buffer_age) (CoglOnscreen *onscreen);
};
/**
* cogl_onscreen_show:
* @onscreen: The onscreen framebuffer to make visible
*
* This requests to make @onscreen visible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function will implicitly allocate the given @onscreen
* framebuffer before showing it if it hasn't already been allocated.
*
* When using the Wayland winsys calling this will set the surface to
* a toplevel type which will make it appear. If the application wants
* to set a different type for the surface, it can avoid calling
* cogl_onscreen_show() and set its own type directly with the Wayland
* client API via cogl_wayland_onscreen_get_surface().
*
* Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it won't try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.
*/
COGL_EXPORT void
cogl_onscreen_show (CoglOnscreen *onscreen);
/**
* cogl_onscreen_hide:
* @onscreen: The onscreen framebuffer to make invisible
*
* This requests to make @onscreen invisible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function does not implicitly allocate the given @onscreen
* framebuffer before hiding it.
*
* Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it won't try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.
*/
COGL_EXPORT void
cogl_onscreen_hide (CoglOnscreen *onscreen);
/**
* cogl_onscreen_swap_buffers:
* @onscreen: A #CoglOnscreen framebuffer

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@ -232,13 +232,6 @@ cogl_texture_2d_new_from_egl_image_external (CoglContext *ctx,
GDestroyNotify destroy,
GError **error);
COGL_EXPORT void
cogl_texture_2d_egl_image_external_bind (CoglTexture2D *tex_2d);
COGL_EXPORT void
cogl_texture_2d_egl_image_external_alloc_finish (CoglTexture2D *tex_2d,
void *user_data,
GDestroyNotify destroy);
#endif
G_END_DECLS