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cogl: Remove unused depth texture API
https://gitlab.gnome.org/GNOME/mutter/merge_requests/866
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@ -60,7 +60,6 @@ typedef struct
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CoglSwapChain *swap_chain;
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gboolean need_stencil;
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int samples_per_pixel;
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gboolean depth_texture_enabled;
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gboolean stereo_enabled;
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} CoglFramebufferConfig;
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@ -705,15 +705,6 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
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if (framebuffer->type == COGL_FRAMEBUFFER_TYPE_ONSCREEN)
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{
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if (framebuffer->config.depth_texture_enabled)
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{
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g_set_error_literal (error, COGL_FRAMEBUFFER_ERROR,
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COGL_FRAMEBUFFER_ERROR_ALLOCATE,
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"Can't allocate onscreen framebuffer with a "
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"texture based depth buffer");
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return FALSE;
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}
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if (!winsys->onscreen_init (onscreen, error))
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return FALSE;
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@ -1049,32 +1040,6 @@ cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
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framebuffer->dither_enabled = dither_enabled;
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}
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void
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cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
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gboolean enabled)
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{
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g_return_if_fail (!framebuffer->allocated);
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framebuffer->config.depth_texture_enabled = enabled;
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}
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gboolean
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cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer)
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{
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return framebuffer->config.depth_texture_enabled;
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}
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CoglTexture *
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cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer)
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{
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/* lazily allocate the framebuffer... */
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if (!cogl_framebuffer_allocate (framebuffer, NULL))
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return NULL;
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g_return_val_if_fail (cogl_is_offscreen (framebuffer), NULL);
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return COGL_OFFSCREEN(framebuffer)->depth_texture;
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}
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int
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cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer)
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{
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@ -837,62 +837,6 @@ void
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cogl_framebuffer_set_stereo_mode (CoglFramebuffer *framebuffer,
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CoglStereoMode stereo_mode);
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/**
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* cogl_framebuffer_set_depth_texture_enabled:
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* @framebuffer: A #CoglFramebuffer
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* @enabled: TRUE or FALSE
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*
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* If @enabled is #TRUE, the depth buffer used when rendering to @framebuffer
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* is available as a texture. You can retrieve the texture with
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* cogl_framebuffer_get_depth_texture().
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*
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* <note>It's not valid to call this function after the framebuffer has been
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* allocated as the creation of the depth texture is done at allocation time.
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* </note>
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*
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* Since: 1.14
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_depth_texture_enabled (CoglFramebuffer *framebuffer,
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gboolean enabled);
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/**
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* cogl_framebuffer_get_depth_texture_enabled:
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* @framebuffer: A #CoglFramebuffer
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*
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* Queries whether texture based depth buffer has been enabled via
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* cogl_framebuffer_set_depth_texture_enabled().
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*
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* Return value: %TRUE if a depth texture has been enabled, else
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* %FALSE.
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*
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* Since: 1.14
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* Stability: unstable
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*/
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gboolean
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cogl_framebuffer_get_depth_texture_enabled (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_depth_texture:
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* @framebuffer: A #CoglFramebuffer
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*
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* Retrieves the depth buffer of @framebuffer as a #CoglTexture. You need to
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* call cogl_framebuffer_get_depth_texture(fb, TRUE); before using this
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* function.
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*
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* <note>Calling this function implicitely allocates the framebuffer.</note>
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* <note>The texture returned stays valid as long as the framebuffer stays
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* valid.</note>
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*
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* Returns: (transfer none): the depth texture
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*
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* Since: 1.14
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* Stability: unstable
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*/
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CoglTexture *
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cogl_framebuffer_get_depth_texture (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_set_samples_per_pixel:
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* @framebuffer: A #CoglFramebuffer framebuffer
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@ -230,8 +230,6 @@ cogl_framebuffer_get_blue_bits
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cogl_framebuffer_get_color_format
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cogl_framebuffer_get_context
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cogl_framebuffer_get_depth_bits
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cogl_framebuffer_get_depth_texture
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cogl_framebuffer_get_depth_texture_enabled
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cogl_framebuffer_get_depth_write_enabled
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cogl_framebuffer_get_dither_enabled
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cogl_framebuffer_get_green_bits
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@ -269,7 +267,6 @@ cogl_framebuffer_rotate_euler
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#endif
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cogl_framebuffer_scale
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cogl_framebuffer_set_depth_texture_enabled
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cogl_framebuffer_set_depth_write_enabled
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cogl_framebuffer_set_dither_enabled
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cogl_framebuffer_set_modelview_matrix
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@ -438,20 +438,6 @@ _cogl_framebuffer_gl_flush_state (CoglFramebuffer *draw_buffer,
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ctx->current_draw_buffer_changes &= ~state;
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}
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static CoglTexture *
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create_depth_texture (CoglContext *ctx,
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int width,
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int height)
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{
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CoglTexture2D *depth_texture =
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cogl_texture_2d_new_with_size (ctx, width, height);
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cogl_texture_set_components (COGL_TEXTURE (depth_texture),
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COGL_TEXTURE_COMPONENTS_DEPTH);
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return COGL_TEXTURE (depth_texture);
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}
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static CoglTexture *
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attach_depth_texture (CoglContext *ctx,
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CoglTexture *depth_texture,
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@ -784,24 +770,6 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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&level_height,
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NULL);
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if (fb->config.depth_texture_enabled &&
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offscreen->depth_texture == NULL)
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{
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offscreen->depth_texture =
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create_depth_texture (ctx,
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level_width,
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level_height);
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if (!cogl_texture_allocate (offscreen->depth_texture, error))
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{
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cogl_object_unref (offscreen->depth_texture);
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offscreen->depth_texture = NULL;
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return FALSE;
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}
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_cogl_texture_associate_framebuffer (offscreen->depth_texture, fb);
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}
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/* XXX: The framebuffer_object spec isn't clear in defining whether attaching
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* a texture as a renderbuffer with mipmap filtering enabled while the
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* mipmaps have not been uploaded should result in an incomplete framebuffer
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