cogl: Remove unused depth texture API

https://gitlab.gnome.org/GNOME/mutter/merge_requests/866
This commit is contained in:
Adam Jackson 2019-10-17 19:47:56 -04:00 committed by Georges Basile Stavracas Neto
parent fb49e9def7
commit 0e4c23c985
5 changed files with 0 additions and 127 deletions

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@ -60,7 +60,6 @@ typedef struct
CoglSwapChain *swap_chain;
gboolean need_stencil;
int samples_per_pixel;
gboolean depth_texture_enabled;
gboolean stereo_enabled;
} CoglFramebufferConfig;

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@ -705,15 +705,6 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
{
if (framebuffer->config.depth_texture_enabled)
{
g_set_error_literal (error, COGL_FRAMEBUFFER_ERROR,
COGL_FRAMEBUFFER_ERROR_ALLOCATE,
"Can't allocate onscreen framebuffer with a "
"texture based depth buffer");
return FALSE;
}
if (!winsys->onscreen_init (onscreen, error))
return FALSE;
@ -1049,32 +1040,6 @@ cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
framebuffer->dither_enabled = dither_enabled;
}
void
cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
gboolean enabled)
{
g_return_if_fail (!framebuffer->allocated);
framebuffer->config.depth_texture_enabled = enabled;
}
gboolean
cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer)
{
return framebuffer->config.depth_texture_enabled;
}
CoglTexture *
cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer)
{
/* lazily allocate the framebuffer... */
if (!cogl_framebuffer_allocate (framebuffer, NULL))
return NULL;
g_return_val_if_fail (cogl_is_offscreen (framebuffer), NULL);
return COGL_OFFSCREEN(framebuffer)->depth_texture;
}
int
cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer)
{

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@ -837,62 +837,6 @@ void
cogl_framebuffer_set_stereo_mode (CoglFramebuffer *framebuffer,
CoglStereoMode stereo_mode);
/**
* cogl_framebuffer_set_depth_texture_enabled:
* @framebuffer: A #CoglFramebuffer
* @enabled: TRUE or FALSE
*
* If @enabled is #TRUE, the depth buffer used when rendering to @framebuffer
* is available as a texture. You can retrieve the texture with
* cogl_framebuffer_get_depth_texture().
*
* <note>It's not valid to call this function after the framebuffer has been
* allocated as the creation of the depth texture is done at allocation time.
* </note>
*
* Since: 1.14
* Stability: unstable
*/
void
cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
gboolean enabled);
/**
* cogl_framebuffer_get_depth_texture_enabled:
* @framebuffer: A #CoglFramebuffer
*
* Queries whether texture based depth buffer has been enabled via
* cogl_framebuffer_set_depth_texture_enabled().
*
* Return value: %TRUE if a depth texture has been enabled, else
* %FALSE.
*
* Since: 1.14
* Stability: unstable
*/
gboolean
cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_depth_texture:
* @framebuffer: A #CoglFramebuffer
*
* Retrieves the depth buffer of @framebuffer as a #CoglTexture. You need to
* call cogl_framebuffer_get_depth_texture(fb, TRUE); before using this
* function.
*
* <note>Calling this function implicitely allocates the framebuffer.</note>
* <note>The texture returned stays valid as long as the framebuffer stays
* valid.</note>
*
* Returns: (transfer none): the depth texture
*
* Since: 1.14
* Stability: unstable
*/
CoglTexture *
cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer

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@ -230,8 +230,6 @@ cogl_framebuffer_get_blue_bits
cogl_framebuffer_get_color_format
cogl_framebuffer_get_context
cogl_framebuffer_get_depth_bits
cogl_framebuffer_get_depth_texture
cogl_framebuffer_get_depth_texture_enabled
cogl_framebuffer_get_depth_write_enabled
cogl_framebuffer_get_dither_enabled
cogl_framebuffer_get_green_bits
@ -269,7 +267,6 @@ cogl_framebuffer_rotate_euler
#endif
cogl_framebuffer_scale
cogl_framebuffer_set_depth_texture_enabled
cogl_framebuffer_set_depth_write_enabled
cogl_framebuffer_set_dither_enabled
cogl_framebuffer_set_modelview_matrix

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@ -438,20 +438,6 @@ _cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
ctx->current_draw_buffer_changes &= ~state;
}
static CoglTexture *
create_depth_texture (CoglContext *ctx,
int width,
int height)
{
CoglTexture2D *depth_texture =
cogl_texture_2d_new_with_size (ctx, width, height);
cogl_texture_set_components (COGL_TEXTURE (depth_texture),
COGL_TEXTURE_COMPONENTS_DEPTH);
return COGL_TEXTURE (depth_texture);
}
static CoglTexture *
attach_depth_texture (CoglContext *ctx,
CoglTexture *depth_texture,
@ -784,24 +770,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
&level_height,
NULL);
if (fb->config.depth_texture_enabled &&
offscreen->depth_texture == NULL)
{
offscreen->depth_texture =
create_depth_texture (ctx,
level_width,
level_height);
if (!cogl_texture_allocate (offscreen->depth_texture, error))
{
cogl_object_unref (offscreen->depth_texture);
offscreen->depth_texture = NULL;
return FALSE;
}
_cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
}
/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
* a texture as a renderbuffer with mipmap filtering enabled while the
* mipmaps have not been uploaded should result in an incomplete framebuffer