clutter: Remove unused deprecated code from clutter-actor-deprecated.c
Since clutter_actor_set_shader() is never called, none of this has any effect. https://gitlab.gnome.org/GNOME/mutter/merge_requests/452
This commit is contained in:
parent
cf2d06e9b9
commit
53319a121f
@ -1109,7 +1109,6 @@ static void clutter_actor_pop_in_cloned_branch (ClutterActor *self,
|
||||
{ _transform; } \
|
||||
cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
|
||||
|
||||
static GQuark quark_shader_data = 0;
|
||||
static GQuark quark_actor_layout_info = 0;
|
||||
static GQuark quark_actor_transform_info = 0;
|
||||
static GQuark quark_actor_animation_info = 0;
|
||||
@ -3566,12 +3565,6 @@ _clutter_actor_update_last_paint_volume (ClutterActor *self)
|
||||
priv->last_paint_volume_valid = TRUE;
|
||||
}
|
||||
|
||||
static inline gboolean
|
||||
actor_has_shader_data (ClutterActor *self)
|
||||
{
|
||||
return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
|
||||
}
|
||||
|
||||
guint32
|
||||
_clutter_actor_get_pick_id (ClutterActor *self)
|
||||
{
|
||||
@ -3813,7 +3806,6 @@ clutter_actor_paint (ClutterActor *self)
|
||||
ClutterActorPrivate *priv;
|
||||
ClutterPickMode pick_mode;
|
||||
gboolean clip_set = FALSE;
|
||||
gboolean shader_applied = FALSE;
|
||||
ClutterStage *stage;
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
||||
@ -3983,25 +3975,13 @@ clutter_actor_paint (ClutterActor *self)
|
||||
}
|
||||
|
||||
if (priv->effects == NULL)
|
||||
{
|
||||
if (pick_mode == CLUTTER_PICK_NONE &&
|
||||
actor_has_shader_data (self))
|
||||
{
|
||||
_clutter_actor_shader_pre_paint (self, FALSE);
|
||||
shader_applied = TRUE;
|
||||
}
|
||||
|
||||
priv->next_effect_to_paint = NULL;
|
||||
}
|
||||
priv->next_effect_to_paint = NULL;
|
||||
else
|
||||
priv->next_effect_to_paint =
|
||||
_clutter_meta_group_peek_metas (priv->effects);
|
||||
|
||||
clutter_actor_continue_paint (self);
|
||||
|
||||
if (shader_applied)
|
||||
_clutter_actor_shader_post_paint (self);
|
||||
|
||||
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
|
||||
pick_mode == CLUTTER_PICK_NONE))
|
||||
_clutter_actor_draw_paint_volume (self);
|
||||
@ -6342,7 +6322,6 @@ clutter_actor_class_init (ClutterActorClass *klass)
|
||||
{
|
||||
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
||||
|
||||
quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
|
||||
quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
|
||||
quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
|
||||
quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
|
||||
|
@ -9,370 +9,6 @@
|
||||
#include "clutter-private.h"
|
||||
#include "clutter-shader.h"
|
||||
|
||||
typedef struct _ShaderData ShaderData;
|
||||
|
||||
struct _ShaderData
|
||||
{
|
||||
ClutterShader *shader;
|
||||
|
||||
/* back pointer to the actor */
|
||||
ClutterActor *actor;
|
||||
|
||||
/* list of values that should be set on the shader
|
||||
* before each paint cycle
|
||||
*/
|
||||
GHashTable *value_hash;
|
||||
};
|
||||
|
||||
static void
|
||||
shader_value_free (gpointer data)
|
||||
{
|
||||
GValue *var = data;
|
||||
g_value_unset (var);
|
||||
g_slice_free (GValue, var);
|
||||
}
|
||||
|
||||
static void
|
||||
destroy_shader_data (gpointer data)
|
||||
{
|
||||
ShaderData *shader_data = data;
|
||||
|
||||
if (shader_data == NULL)
|
||||
return;
|
||||
|
||||
if (shader_data->shader != NULL)
|
||||
{
|
||||
g_object_unref (shader_data->shader);
|
||||
shader_data->shader = NULL;
|
||||
}
|
||||
|
||||
if (shader_data->value_hash != NULL)
|
||||
{
|
||||
g_hash_table_destroy (shader_data->value_hash);
|
||||
shader_data->value_hash = NULL;
|
||||
}
|
||||
|
||||
g_slice_free (ShaderData, shader_data);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_get_shader:
|
||||
* @self: a #ClutterActor
|
||||
*
|
||||
* Queries the currently set #ClutterShader on @self.
|
||||
*
|
||||
* Return value: (transfer none): The currently set #ClutterShader
|
||||
* or %NULL if no shader is set.
|
||||
*
|
||||
* Since: 0.6
|
||||
*
|
||||
* Deprecated: 1.8: Use clutter_actor_get_effect() instead.
|
||||
*/
|
||||
ClutterShader *
|
||||
clutter_actor_get_shader (ClutterActor *self)
|
||||
{
|
||||
ShaderData *shader_data;
|
||||
|
||||
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
||||
|
||||
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
|
||||
if (shader_data != NULL)
|
||||
return shader_data->shader;
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_set_shader:
|
||||
* @self: a #ClutterActor
|
||||
* @shader: (allow-none): a #ClutterShader or %NULL to unset the shader.
|
||||
*
|
||||
* Sets the #ClutterShader to be used when rendering @self.
|
||||
*
|
||||
* If @shader is %NULL this function will unset any currently set shader
|
||||
* for the actor.
|
||||
*
|
||||
* Any #ClutterEffect applied to @self will take the precedence
|
||||
* over the #ClutterShader set using this function.
|
||||
*
|
||||
* Return value: %TRUE if the shader was successfully applied
|
||||
* or removed
|
||||
*
|
||||
* Since: 0.6
|
||||
*
|
||||
* Deprecated: 1.8: Use #ClutterShaderEffect and
|
||||
* clutter_actor_add_effect() instead.
|
||||
*/
|
||||
gboolean
|
||||
clutter_actor_set_shader (ClutterActor *self,
|
||||
ClutterShader *shader)
|
||||
{
|
||||
ShaderData *shader_data;
|
||||
|
||||
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
||||
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
|
||||
|
||||
if (shader != NULL)
|
||||
g_object_ref (shader);
|
||||
else
|
||||
{
|
||||
/* if shader passed in is NULL we destroy the shader */
|
||||
g_object_set_data (G_OBJECT (self), "-clutter-actor-shader-data", NULL);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
|
||||
if (shader_data == NULL)
|
||||
{
|
||||
shader_data = g_slice_new (ShaderData);
|
||||
shader_data->actor = self;
|
||||
shader_data->shader = NULL;
|
||||
shader_data->value_hash =
|
||||
g_hash_table_new_full (g_str_hash, g_str_equal,
|
||||
g_free,
|
||||
shader_value_free);
|
||||
|
||||
g_object_set_data_full (G_OBJECT (self), "-clutter-actor-shader-data",
|
||||
shader_data,
|
||||
destroy_shader_data);
|
||||
}
|
||||
|
||||
if (shader_data->shader != NULL)
|
||||
g_object_unref (shader_data->shader);
|
||||
|
||||
shader_data->shader = shader;
|
||||
|
||||
clutter_actor_queue_redraw (self);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void
|
||||
set_each_param (gpointer key,
|
||||
gpointer value,
|
||||
gpointer user_data)
|
||||
{
|
||||
ClutterShader *shader = user_data;
|
||||
const gchar *uniform = key;
|
||||
GValue *var = value;
|
||||
|
||||
clutter_shader_set_uniform (shader, uniform, var);
|
||||
}
|
||||
|
||||
void
|
||||
_clutter_actor_shader_pre_paint (ClutterActor *actor,
|
||||
gboolean repeat)
|
||||
{
|
||||
ShaderData *shader_data;
|
||||
ClutterShader *shader;
|
||||
|
||||
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
|
||||
if (shader_data == NULL)
|
||||
return;
|
||||
|
||||
shader = shader_data->shader;
|
||||
if (shader != NULL)
|
||||
{
|
||||
clutter_shader_set_is_enabled (shader, TRUE);
|
||||
|
||||
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
|
||||
|
||||
if (!repeat)
|
||||
_clutter_context_push_shader_stack (actor);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
_clutter_actor_shader_post_paint (ClutterActor *actor)
|
||||
{
|
||||
ShaderData *shader_data;
|
||||
ClutterShader *shader;
|
||||
|
||||
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
|
||||
if (G_LIKELY (shader_data == NULL))
|
||||
return;
|
||||
|
||||
shader = shader_data->shader;
|
||||
if (shader != NULL)
|
||||
{
|
||||
ClutterActor *head;
|
||||
|
||||
clutter_shader_set_is_enabled (shader, FALSE);
|
||||
|
||||
/* remove the actor from the shaders stack; if there is another
|
||||
* actor inside it, then call pre-paint again to set its shader
|
||||
* but this time with the second argument being TRUE, indicating
|
||||
* that we are re-applying an existing shader and thus should it
|
||||
* not be prepended to the stack
|
||||
*/
|
||||
head = _clutter_context_pop_shader_stack (actor);
|
||||
if (head != NULL)
|
||||
_clutter_actor_shader_pre_paint (head, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void
|
||||
clutter_actor_set_shader_param_internal (ClutterActor *self,
|
||||
const gchar *param,
|
||||
const GValue *value)
|
||||
{
|
||||
ShaderData *shader_data;
|
||||
GValue *var;
|
||||
|
||||
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
|
||||
if (shader_data == NULL)
|
||||
return;
|
||||
|
||||
var = g_slice_new0 (GValue);
|
||||
g_value_init (var, G_VALUE_TYPE (value));
|
||||
g_value_copy (value, var);
|
||||
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
|
||||
|
||||
clutter_actor_queue_redraw (self);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_set_shader_param:
|
||||
* @self: a #ClutterActor
|
||||
* @param: the name of the parameter
|
||||
* @value: the value of the parameter
|
||||
*
|
||||
* Sets the value for a named parameter of the shader applied
|
||||
* to @actor.
|
||||
*
|
||||
* Since: 1.0
|
||||
*
|
||||
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform_value() instead
|
||||
*/
|
||||
void
|
||||
clutter_actor_set_shader_param (ClutterActor *self,
|
||||
const gchar *param,
|
||||
const GValue *value)
|
||||
{
|
||||
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
||||
g_return_if_fail (param != NULL);
|
||||
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
|
||||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
|
||||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
|
||||
G_VALUE_HOLDS_FLOAT (value) ||
|
||||
G_VALUE_HOLDS_INT (value));
|
||||
|
||||
clutter_actor_set_shader_param_internal (self, param, value);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_set_shader_param_float:
|
||||
* @self: a #ClutterActor
|
||||
* @param: the name of the parameter
|
||||
* @value: the value of the parameter
|
||||
*
|
||||
* Sets the value for a named float parameter of the shader applied
|
||||
* to @actor.
|
||||
*
|
||||
* Since: 0.8
|
||||
*
|
||||
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
|
||||
*/
|
||||
void
|
||||
clutter_actor_set_shader_param_float (ClutterActor *self,
|
||||
const gchar *param,
|
||||
gfloat value)
|
||||
{
|
||||
GValue var = { 0, };
|
||||
|
||||
g_value_init (&var, G_TYPE_FLOAT);
|
||||
g_value_set_float (&var, value);
|
||||
|
||||
clutter_actor_set_shader_param_internal (self, param, &var);
|
||||
|
||||
g_value_unset (&var);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_set_shader_param_int:
|
||||
* @self: a #ClutterActor
|
||||
* @param: the name of the parameter
|
||||
* @value: the value of the parameter
|
||||
*
|
||||
* Sets the value for a named int parameter of the shader applied to
|
||||
* @actor.
|
||||
*
|
||||
* Since: 0.8
|
||||
*
|
||||
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
|
||||
*/
|
||||
void
|
||||
clutter_actor_set_shader_param_int (ClutterActor *self,
|
||||
const gchar *param,
|
||||
gint value)
|
||||
{
|
||||
GValue var = { 0, };
|
||||
|
||||
g_value_init (&var, G_TYPE_INT);
|
||||
g_value_set_int (&var, value);
|
||||
|
||||
clutter_actor_set_shader_param_internal (self, param, &var);
|
||||
|
||||
g_value_unset (&var);
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_set_geometry:
|
||||
* @self: A #ClutterActor
|
||||
* @geometry: A #ClutterGeometry
|
||||
*
|
||||
* Sets the actor's fixed position and forces its minimum and natural
|
||||
* size, in pixels. This means the untransformed actor will have the
|
||||
* given geometry. This is the same as calling clutter_actor_set_position()
|
||||
* and clutter_actor_set_size().
|
||||
*
|
||||
* Deprecated: 1.10: Use clutter_actor_set_position() and
|
||||
* clutter_actor_set_size() instead.
|
||||
*/
|
||||
void
|
||||
clutter_actor_set_geometry (ClutterActor *self,
|
||||
const ClutterGeometry *geometry)
|
||||
{
|
||||
g_object_freeze_notify (G_OBJECT (self));
|
||||
|
||||
clutter_actor_set_position (self, geometry->x, geometry->y);
|
||||
clutter_actor_set_size (self, geometry->width, geometry->height);
|
||||
|
||||
g_object_thaw_notify (G_OBJECT (self));
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_get_geometry:
|
||||
* @self: A #ClutterActor
|
||||
* @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
|
||||
*
|
||||
* Gets the size and position of an actor relative to its parent
|
||||
* actor. This is the same as calling clutter_actor_get_position() and
|
||||
* clutter_actor_get_size(). It tries to "do what you mean" and get the
|
||||
* requested size and position if the actor's allocation is invalid.
|
||||
*
|
||||
* Deprecated: 1.10: Use clutter_actor_get_position() and
|
||||
* clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
|
||||
* instead.
|
||||
*/
|
||||
void
|
||||
clutter_actor_get_geometry (ClutterActor *self,
|
||||
ClutterGeometry *geometry)
|
||||
{
|
||||
gfloat x, y, width, height;
|
||||
|
||||
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
||||
g_return_if_fail (geometry != NULL);
|
||||
|
||||
clutter_actor_get_position (self, &x, &y);
|
||||
clutter_actor_get_size (self, &width, &height);
|
||||
|
||||
geometry->x = (int) x;
|
||||
geometry->y = (int) y;
|
||||
geometry->width = (int) width;
|
||||
geometry->height = (int) height;
|
||||
}
|
||||
|
||||
/**
|
||||
* clutter_actor_get_allocation_geometry:
|
||||
* @self: A #ClutterActor
|
||||
|
@ -33,13 +33,6 @@
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
CLUTTER_DEPRECATED
|
||||
void clutter_actor_set_geometry (ClutterActor *self,
|
||||
const ClutterGeometry *geometry);
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_actor_get_allocation_geometry)
|
||||
void clutter_actor_get_geometry (ClutterActor *self,
|
||||
ClutterGeometry *geometry);
|
||||
CLUTTER_DEPRECATED
|
||||
guint32 clutter_actor_get_gid (ClutterActor *self);
|
||||
|
||||
|
@ -153,30 +153,6 @@ CoglHandle clutter_shader_get_cogl_fragment_shader (ClutterShader
|
||||
CLUTTER_DEPRECATED_FOR(ClutterShaderEffect)
|
||||
CoglHandle clutter_shader_get_cogl_vertex_shader (ClutterShader *shader);
|
||||
|
||||
/* ClutterActor methods */
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_actor_add_effect)
|
||||
gboolean clutter_actor_set_shader (ClutterActor *self,
|
||||
ClutterShader *shader);
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_actor_get_effect)
|
||||
ClutterShader * clutter_actor_get_shader (ClutterActor *self);
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_shader_effect_set_uniform_value)
|
||||
void clutter_actor_set_shader_param (ClutterActor *self,
|
||||
const gchar *param,
|
||||
const GValue *value);
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_shader_effect_set_uniform)
|
||||
void clutter_actor_set_shader_param_int (ClutterActor *self,
|
||||
const gchar *param,
|
||||
gint value);
|
||||
|
||||
CLUTTER_DEPRECATED_FOR(clutter_shader_effect_set_uniform)
|
||||
void clutter_actor_set_shader_param_float (ClutterActor *self,
|
||||
const gchar *param,
|
||||
gfloat value);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __CLUTTER_SHADER_H__ */
|
||||
|
@ -479,22 +479,10 @@ update_fbo (ClutterActor *self)
|
||||
{
|
||||
ClutterTexture *texture = CLUTTER_TEXTURE (self);
|
||||
ClutterTexturePrivate *priv = texture->priv;
|
||||
ClutterActor *head;
|
||||
ClutterShader *shader = NULL;
|
||||
ClutterActor *stage = NULL;
|
||||
CoglMatrix projection;
|
||||
CoglColor transparent_col;
|
||||
|
||||
head = _clutter_context_peek_shader_stack ();
|
||||
if (head != NULL)
|
||||
shader = clutter_actor_get_shader (head);
|
||||
|
||||
/* Temporarily turn off the shader on the top of the context's
|
||||
* shader stack, to restore the GL pipeline to it's natural state.
|
||||
*/
|
||||
if (shader != NULL)
|
||||
clutter_shader_set_is_enabled (shader, FALSE);
|
||||
|
||||
/* Redirect drawing to the fbo */
|
||||
cogl_push_framebuffer (priv->fbo_handle);
|
||||
|
||||
@ -553,10 +541,6 @@ update_fbo (ClutterActor *self)
|
||||
|
||||
/* Restore drawing to the previous framebuffer */
|
||||
cogl_pop_framebuffer ();
|
||||
|
||||
/* If there is a shader on top of the shader stack, turn it back on. */
|
||||
if (shader != NULL)
|
||||
clutter_shader_set_is_enabled (shader, TRUE);
|
||||
}
|
||||
|
||||
static void
|
||||
|
Loading…
Reference in New Issue
Block a user