[prev in list] [next in list] [prev in thread] [next in thread] 

List:       kde-commits
Subject:    =?utf-8?q?=5Bkde-workspace=5D_kwin/lib=3A_Remove_renderGLGeometr?=
From:       Martin_Gräßlin <kde () martin-graesslin ! com>
Date:       2011-02-04 18:36:46
Message-ID: 20110204183646.A5E90A609B () git ! kde ! org
[Download RAW message or body]

Git commit 96e2bbbfd3af4c9a4643b97ed65d560b61172fe4 by Martin Gräßlin.
Committed on 04/02/11 at 19:37.
Pushed by graesslin into branch 'master'.

Remove renderGLGeometry from kwinglutils.

Not used anymore - completely replaced by VBO.

M  +0    -119  kwin/lib/kwinglutils.cpp     
M  +0    -38   kwin/lib/kwinglutils.h     

http://commits.kde.org/kde-workspace/96e2bbbfd3af4c9a4643b97ed65d560b61172fe4

diff --git a/kwin/lib/kwinglutils.cpp b/kwin/lib/kwinglutils.cpp
index 72438b9..99b6487 100644
--- a/kwin/lib/kwinglutils.cpp
+++ b/kwin/lib/kwinglutils.cpp
@@ -170,125 +170,6 @@ int nearestPowerOfTwo(int x)
     return 1 << last;
 }
 
-void renderGLGeometry(int count, const float* vertices, const float* texture, const \
                float* color,
-                      int dim, int stride)
-{
-    return renderGLGeometry(infiniteRegion(), count, vertices, texture, color, dim, \
                stride);
-}
-
-void renderGLGeometry(const QRegion& region, int count,
-                      const float* vertices, const float* texture, const float* \
                color,
-                      int dim, int stride)
-{
-#ifdef KWIN_HAVE_OPENGLES
-    Q_UNUSED(region)
-    Q_UNUSED(count)
-    Q_UNUSED(vertices)
-    Q_UNUSED(texture)
-    Q_UNUSED(color)
-    Q_UNUSED(dim)
-    Q_UNUSED(stride)
-#else
-    // Using arrays only makes sense if we have larger number of vertices.
-    //  Otherwise overhead of enabling/disabling them is too big.
-    bool use_arrays = (count > 5);
-
-    if (use_arrays) {
-        glPushAttrib(GL_ENABLE_BIT);
-        glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
-        // Enable arrays
-        glEnableClientState(GL_VERTEX_ARRAY);
-        glVertexPointer(dim, GL_FLOAT, stride, vertices);
-        if (texture != NULL) {
-            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-            glTexCoordPointer(2, GL_FLOAT, stride, texture);
-        }
-        if (color != NULL) {
-            glEnableClientState(GL_COLOR_ARRAY);
-            glColorPointer(4, GL_FLOAT, stride, color);
-        }
-    }
-
-    // Clip using scissoring
-    if (!effects->isRenderTargetBound()) {
-        PaintClipper pc(region);
-        for (PaintClipper::Iterator iterator;
-                !iterator.isDone();
-                iterator.next()) {
-            if (use_arrays)
-                glDrawArrays(GL_QUADS, 0, count);
-            else
-                renderGLGeometryImmediate(count, vertices, texture, color, dim, \
                stride);
-        }
-    } else {
-        if (use_arrays)
-            glDrawArrays(GL_QUADS, 0, count);
-        else
-            renderGLGeometryImmediate(count, vertices, texture, color, dim, stride);
-    }
-
-    if (use_arrays) {
-        glPopClientAttrib();
-        glPopAttrib();
-    }
-#endif
-}
-
-void renderGLGeometryImmediate(int count, const float* vertices, const float* \
                texture, const float* color,
-                               int dim, int stride)
-{
-#ifdef KWIN_HAVE_OPENGLES
-    Q_UNUSED(count)
-    Q_UNUSED(vertices)
-    Q_UNUSED(texture)
-    Q_UNUSED(color)
-    Q_UNUSED(dim)
-    Q_UNUSED(stride)
-#else
-    // Find out correct glVertex*fv function according to dim parameter.
-    void (*glVertexFunc)(const float*) = glVertex2fv;
-    if (dim == 3)
-        glVertexFunc = glVertex3fv;
-    else if (dim == 4)
-        glVertexFunc = glVertex4fv;
-
-    // These are number of _floats_ per item, not _bytes_ per item as opengl uses.
-    int vsize, tsize, csize;
-    vsize = tsize = csize = stride / sizeof(float);
-    if (!stride) {
-        // 0 means that arrays are tightly packed. This gives us different
-        //  strides for different arrays
-        vsize = dim;
-        tsize = 2;
-        csize = 4;
-    }
-
-    glBegin(GL_QUADS);
-    // This sucks. But makes it faster.
-    if (texture && color) {
-        for (int i = 0; i < count; i++) {
-            glTexCoord2fv(texture + i * tsize);
-            glColor4fv(color + i * csize);
-            glVertexFunc(vertices + i * vsize);
-        }
-    } else if (texture) {
-        for (int i = 0; i < count; i++) {
-            glTexCoord2fv(texture + i * tsize);
-            glVertexFunc(vertices + i * vsize);
-        }
-    } else if (color) {
-        for (int i = 0; i < count; i++) {
-            glColor4fv(color + i * csize);
-            glVertexFunc(vertices + i * vsize);
-        }
-    } else {
-        for (int i = 0; i < count; i++)
-            glVertexFunc(vertices + i * vsize);
-    }
-    glEnd();
-#endif
-}
-
 void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2)
 {
     verts << x1 << y1;
diff --git a/kwin/lib/kwinglutils.h b/kwin/lib/kwinglutils.h
index 468d7b4..829d5fe 100644
--- a/kwin/lib/kwinglutils.h
+++ b/kwin/lib/kwinglutils.h
@@ -86,44 +86,6 @@ inline bool KWIN_EXPORT isPowerOfTwo(int x)
 int KWIN_EXPORT nearestPowerOfTwo(int x);
 
 /**
- * Renders quads using given vertices.
- * If texture is not 0, each texture coordinate much have two components (st).
- * If color is not 0, each color much have four components (rgba).
- * Note that texture coordinates must match texture type (normalized/unnormalized
- * for GL_TEXTURE_2D/GL_TEXTURE_ARB).
- *
- * In OpenGL ES this method is a no-op.
- *
- * @param count number of vertices to use.
- * @param dim number of components per vertex coordinate in vertices array.
- * @param stride byte offset of consecutive elements in arrays. If 0, then
- *  arrays must be tighly packed. Stride must be a multiple of sizeof(float)!
- * @deprecated  Use GLVertexBuffer
- * @see GLVertexBuffer
- **/
-KWIN_EXPORT void renderGLGeometry(const QRegion& region, int count,
-                                  const float* vertices, const float* texture = 0, \
                const float* color = 0,
-                                  int dim = 2, int stride = 0);
-/**
- * Same as above, renders without specified region
- * @deprecated  Use GLVertexBuffer
- * @see GLVertexBuffer
- **/
-KWIN_EXPORT void renderGLGeometry(int count,
-                                  const float* vertices, const float* texture = 0, \
                const float* color = 0,
-                                  int dim = 2, int stride = 0);
-
-/**
- * In OpenGL ES this method is a no-op.
- *
- * @deprecated Use GLVertexBuffer
- * @see GLVertexBuffer
- **/
-KWIN_EXPORT void renderGLGeometryImmediate(int count,
-        const float* vertices, const float* texture = 0, const float* color = 0,
-        int dim = 2, int stride = 0);
-
-/**
  * @deprecated Quads are not available in OpenGL ES
  **/
 KWIN_EXPORT void addQuadVertices(QVector<float>& verts, float x1, float y1, float \
x2, float y2);


[prev in list] [next in list] [prev in thread] [next in thread] 

Configure | About | News | Add a list | Sponsored by KoreLogic