cogl: Remove left-over WebGL paths

This commit is contained in:
Jonas Ådahl 2018-05-18 23:20:51 +02:00
parent 11f8b12a9d
commit 530861b24d
5 changed files with 0 additions and 21 deletions

View File

@ -64,9 +64,6 @@ _cogl_feature_check (CoglRenderer *renderer,
break;
case COGL_DRIVER_ANY:
g_assert_not_reached ();
case COGL_DRIVER_WEBGL:
/* FIXME: WebGL should probably have its own COGL_EXT_IN_WEBGL flag */
break;
case COGL_DRIVER_NOP:
case COGL_DRIVER_GL:
case COGL_DRIVER_GL3:

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@ -387,8 +387,6 @@ driver_id_to_name (CoglDriver id)
return "gl3";
case COGL_DRIVER_GLES2:
return "gles2";
case COGL_DRIVER_WEBGL:
return "webgl";
case COGL_DRIVER_NOP:
return "nop";
case COGL_DRIVER_ANY:

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@ -333,7 +333,6 @@ cogl_renderer_remove_constraint (CoglRenderer *renderer,
* @COGL_DRIVER_GL3: An OpenGL driver using the core GL 3.1 profile
* @COGL_DRIVER_GLES1: An OpenGL ES 1.1 driver.
* @COGL_DRIVER_GLES2: An OpenGL ES 2.0 driver.
* @COGL_DRIVER_WEBGL: A WebGL driver.
*
* Identifiers for underlying hardware drivers that may be used by
* Cogl for rendering.
@ -348,7 +347,6 @@ typedef enum
COGL_DRIVER_GL,
COGL_DRIVER_GL3,
COGL_DRIVER_GLES2,
COGL_DRIVER_WEBGL
} CoglDriver;
/**

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@ -535,9 +535,6 @@ try_creating_renderbuffers (CoglContext *ctx,
/* WebGL adds a GL_DEPTH_STENCIL_ATTACHMENT and requires that we
* use the GL_DEPTH_STENCIL format. */
#ifdef HAVE_COGL_WEBGL
format = GL_DEPTH_STENCIL;
#else
/* Although GL_OES_packed_depth_stencil is mostly equivalent to
* GL_EXT_packed_depth_stencil, one notable difference is that
* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
@ -554,7 +551,6 @@ try_creating_renderbuffers (CoglContext *ctx,
NULL);
format = GL_DEPTH24_STENCIL8;
}
#endif
/* Create a renderbuffer for depth and stenciling */
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
@ -570,12 +566,6 @@ try_creating_renderbuffers (CoglContext *ctx,
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
#ifdef HAVE_COGL_WEBGL
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
#else
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
@ -584,7 +574,6 @@ try_creating_renderbuffers (CoglContext *ctx,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER,
gl_depth_stencil_handle));
#endif
renderbuffers =
g_list_prepend (renderbuffers,
GUINT_TO_POINTER (gl_depth_stencil_handle));
@ -872,12 +861,10 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
(
/* NB: WebGL introduces a DEPTH_STENCIL_ATTACHMENT and doesn't
* need an extension to handle _FLAG_DEPTH_STENCIL */
#ifndef HAVE_COGL_WEBGL
(_cogl_has_private_feature
(ctx, COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL) ||
_cogl_has_private_feature
(ctx, COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)) &&
#endif
try_creating_fbo (ctx,
offscreen->texture,
offscreen->texture_level,

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@ -57,7 +57,6 @@ get_x11_cogl_winsys_vtable (CoglRenderer *renderer)
return _cogl_winsys_glx_get_vtable ();
case COGL_DRIVER_ANY:
case COGL_DRIVER_NOP:
case COGL_DRIVER_WEBGL:
break;
}
g_assert_not_reached ();