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cogl: Remove left-over WebGL paths
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@ -64,9 +64,6 @@ _cogl_feature_check (CoglRenderer *renderer,
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break;
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case COGL_DRIVER_ANY:
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g_assert_not_reached ();
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case COGL_DRIVER_WEBGL:
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/* FIXME: WebGL should probably have its own COGL_EXT_IN_WEBGL flag */
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break;
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case COGL_DRIVER_NOP:
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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@ -387,8 +387,6 @@ driver_id_to_name (CoglDriver id)
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return "gl3";
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case COGL_DRIVER_GLES2:
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return "gles2";
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case COGL_DRIVER_WEBGL:
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return "webgl";
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case COGL_DRIVER_NOP:
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return "nop";
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case COGL_DRIVER_ANY:
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@ -333,7 +333,6 @@ cogl_renderer_remove_constraint (CoglRenderer *renderer,
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* @COGL_DRIVER_GL3: An OpenGL driver using the core GL 3.1 profile
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* @COGL_DRIVER_GLES1: An OpenGL ES 1.1 driver.
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* @COGL_DRIVER_GLES2: An OpenGL ES 2.0 driver.
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* @COGL_DRIVER_WEBGL: A WebGL driver.
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*
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* Identifiers for underlying hardware drivers that may be used by
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* Cogl for rendering.
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@ -348,7 +347,6 @@ typedef enum
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COGL_DRIVER_GL,
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COGL_DRIVER_GL3,
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COGL_DRIVER_GLES2,
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COGL_DRIVER_WEBGL
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} CoglDriver;
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/**
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@ -535,9 +535,6 @@ try_creating_renderbuffers (CoglContext *ctx,
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/* WebGL adds a GL_DEPTH_STENCIL_ATTACHMENT and requires that we
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* use the GL_DEPTH_STENCIL format. */
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#ifdef HAVE_COGL_WEBGL
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format = GL_DEPTH_STENCIL;
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#else
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/* Although GL_OES_packed_depth_stencil is mostly equivalent to
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* GL_EXT_packed_depth_stencil, one notable difference is that
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* GL_OES_packed_depth_stencil doesn't allow GL_DEPTH_STENCIL to
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@ -554,7 +551,6 @@ try_creating_renderbuffers (CoglContext *ctx,
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NULL);
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format = GL_DEPTH24_STENCIL8;
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}
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#endif
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/* Create a renderbuffer for depth and stenciling */
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GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
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@ -570,12 +566,6 @@ try_creating_renderbuffers (CoglContext *ctx,
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GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
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#ifdef HAVE_COGL_WEBGL
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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#else
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GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER,
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@ -584,7 +574,6 @@ try_creating_renderbuffers (CoglContext *ctx,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER,
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gl_depth_stencil_handle));
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#endif
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renderbuffers =
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g_list_prepend (renderbuffers,
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GUINT_TO_POINTER (gl_depth_stencil_handle));
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@ -872,12 +861,10 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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(
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/* NB: WebGL introduces a DEPTH_STENCIL_ATTACHMENT and doesn't
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* need an extension to handle _FLAG_DEPTH_STENCIL */
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#ifndef HAVE_COGL_WEBGL
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(_cogl_has_private_feature
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(ctx, COGL_PRIVATE_FEATURE_EXT_PACKED_DEPTH_STENCIL) ||
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_cogl_has_private_feature
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(ctx, COGL_PRIVATE_FEATURE_OES_PACKED_DEPTH_STENCIL)) &&
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#endif
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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@ -57,7 +57,6 @@ get_x11_cogl_winsys_vtable (CoglRenderer *renderer)
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return _cogl_winsys_glx_get_vtable ();
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case COGL_DRIVER_ANY:
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case COGL_DRIVER_NOP:
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case COGL_DRIVER_WEBGL:
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break;
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}
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g_assert_not_reached ();
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