GL3: Remove dead code

--HG--
branch : opengl3
hg/feature/opengl3
kaetemi 11 years ago
parent a17fc28955
commit 11e871c8ab

@ -508,6 +508,8 @@ bool CDriverGL3::isTextureRectangle(ITexture * tex) const
// ***************************************************************************
bool CDriverGL3::activeFrameBufferObject(ITexture * tex)
{
return false; // TODO GL3 FBO
#if 0
if (supportFrameBufferObject()/* && supportPackedDepthStencil()*/)
{
if (tex)
@ -523,6 +525,7 @@ bool CDriverGL3::activeFrameBufferObject(ITexture * tex)
}
return false;
#endif
}
// --------------------------------------------------

@ -85,7 +85,7 @@ PFNGLLINKPROGRAMPROC nglLinkProgram;
PFNGLSHADERSOURCEPROC nglShaderSource;
PFNGLUSEPROGRAMPROC nglUseProgram;
PFNGLVALIDATEPROGRAMPROC nglValidateProgram;
PFNGLUNIFORM1FPROC nglUniform1f;
/*PFNGLUNIFORM1FPROC nglUniform1f;
PFNGLUNIFORM2FPROC nglUniform2f;
PFNGLUNIFORM3FPROC nglUniform3f;
PFNGLUNIFORM4FPROC nglUniform4f;
@ -103,16 +103,8 @@ PFNGLUNIFORM3IVPROC nglUniform3iv;
PFNGLUNIFORM4IVPROC nglUniform4iv;
PFNGLUNIFORMMATRIX2FVPROC nglUniformMatrix2fv;
PFNGLUNIFORMMATRIX3FVPROC nglUniformMatrix3fv;
PFNGLUNIFORMMATRIX4FVPROC nglUniformMatrix4fv;
PFNGLUNIFORMMATRIX4FVPROC nglUniformMatrix4fv;*/
PFNGLVERTEXATTRIBPOINTERPROC nglVertexAttribPointer;
PFNGLUNIFORM1UIPROC nglUniform1ui;
PFNGLUNIFORM2UIPROC nglUniform2ui;
PFNGLUNIFORM3UIPROC nglUniform3ui;
PFNGLUNIFORM4UIPROC nglUniform4ui;
PFNGLUNIFORM1UIVPROC nglUniform1uiv;
PFNGLUNIFORM2UIVPROC nglUniform2uiv;
PFNGLUNIFORM3UIVPROC nglUniform3uiv;
PFNGLUNIFORM4UIVPROC nglUniform4uiv;
PFNGLBINDBUFFERPROC nglBindBuffer;
PFNGLDELETEBUFFERSPROC nglDeleteBuffers;
@ -135,7 +127,7 @@ PFNGLGETQUERYIVPROC nglGetQueryiv;
PFNGLGETQUERYOBJECTIVPROC nglGetQueryObjectiv;
PFNGLGETQUERYOBJECTUIVPROC nglGetQueryObjectuiv;
PFNGLISRENDERBUFFERPROC nglIsRenderbuffer;
/*PFNGLISRENDERBUFFERPROC nglIsRenderbuffer;
PFNGLBINDRENDERBUFFERPROC nglBindRenderbuffer;
PFNGLDELETERENDERBUFFERSPROC nglDeleteRenderbuffers;
PFNGLGENRENDERBUFFERSPROC nglGenRenderbuffers;
@ -154,7 +146,7 @@ PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC nglGetFramebufferAttachmentParamete
PFNGLGENERATEMIPMAPPROC nglGenerateMipmap;
PFNGLBLITFRAMEBUFFERPROC nglBlitFramebuffer;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC nglRenderbufferStorageMultisample;
PFNGLFRAMEBUFFERTEXTURELAYERPROC nglFramebufferTextureLayer;
PFNGLFRAMEBUFFERTEXTURELAYERPROC nglFramebufferTextureLayer;*/
PFNGLACTIVETEXTUREPROC nglActiveTexture;
@ -367,7 +359,7 @@ static bool setupGLCore(const char *glext)
CHECK_ADDRESS(PFNGLSHADERSOURCEPROC, glShaderSource);
CHECK_ADDRESS(PFNGLUSEPROGRAMPROC, glUseProgram);
CHECK_ADDRESS(PFNGLVALIDATEPROGRAMPROC, glValidateProgram);
CHECK_ADDRESS(PFNGLUNIFORM1FPROC, glUniform1f);
/*CHECK_ADDRESS(PFNGLUNIFORM1FPROC, glUniform1f);
CHECK_ADDRESS(PFNGLUNIFORM2FPROC, glUniform2f);
CHECK_ADDRESS(PFNGLUNIFORM3FPROC, glUniform3f);
CHECK_ADDRESS(PFNGLUNIFORM4FPROC, glUniform4f);
@ -385,16 +377,8 @@ static bool setupGLCore(const char *glext)
CHECK_ADDRESS(PFNGLUNIFORM4IVPROC, glUniform4iv);
CHECK_ADDRESS(PFNGLUNIFORMMATRIX2FVPROC, glUniformMatrix2fv);
CHECK_ADDRESS(PFNGLUNIFORMMATRIX3FVPROC, glUniformMatrix3fv);
CHECK_ADDRESS(PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
CHECK_ADDRESS(PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);*/
CHECK_ADDRESS(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
CHECK_ADDRESS(PFNGLUNIFORM1UIPROC, glUniform1ui);
CHECK_ADDRESS(PFNGLUNIFORM2UIPROC, glUniform2ui);
CHECK_ADDRESS(PFNGLUNIFORM3UIPROC, glUniform3ui);
CHECK_ADDRESS(PFNGLUNIFORM4UIPROC, glUniform4ui);
CHECK_ADDRESS(PFNGLUNIFORM1UIVPROC, glUniform1uiv);
CHECK_ADDRESS(PFNGLUNIFORM2UIVPROC, glUniform2uiv);
CHECK_ADDRESS(PFNGLUNIFORM3UIVPROC, glUniform3uiv);
CHECK_ADDRESS(PFNGLUNIFORM4UIVPROC, glUniform4uiv);
CHECK_ADDRESS(PFNGLBINDBUFFERPROC, glBindBuffer);
CHECK_ADDRESS(PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
@ -417,7 +401,7 @@ static bool setupGLCore(const char *glext)
CHECK_ADDRESS(PFNGLGETQUERYOBJECTIVPROC, glGetQueryObjectiv);
CHECK_ADDRESS(PFNGLGETQUERYOBJECTUIVPROC, glGetQueryObjectuiv);
CHECK_ADDRESS(PFNGLISRENDERBUFFERPROC, glIsRenderbuffer);
/*CHECK_ADDRESS(PFNGLISRENDERBUFFERPROC, glIsRenderbuffer);
CHECK_ADDRESS(PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
CHECK_ADDRESS(PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
CHECK_ADDRESS(PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
@ -436,7 +420,7 @@ static bool setupGLCore(const char *glext)
CHECK_ADDRESS(PFNGLGENERATEMIPMAPPROC, glGenerateMipmap);
CHECK_ADDRESS(PFNGLBLITFRAMEBUFFERPROC, glBlitFramebuffer);
CHECK_ADDRESS(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
CHECK_ADDRESS(PFNGLFRAMEBUFFERTEXTURELAYERPROC, glFramebufferTextureLayer);
CHECK_ADDRESS(PFNGLFRAMEBUFFERTEXTURELAYERPROC, glFramebufferTextureLayer);*/
CHECK_ADDRESS(PFNGLACTIVETEXTUREPROC, glActiveTexture);

@ -169,7 +169,7 @@ extern PFNGLLINKPROGRAMPROC nglLinkProgram;
extern PFNGLSHADERSOURCEPROC nglShaderSource;
extern PFNGLUSEPROGRAMPROC nglUseProgram;
extern PFNGLVALIDATEPROGRAMPROC nglValidateProgram;
extern PFNGLUNIFORM1FPROC nglUniform1f;
/*extern PFNGLUNIFORM1FPROC nglUniform1f;
extern PFNGLUNIFORM2FPROC nglUniform2f;
extern PFNGLUNIFORM3FPROC nglUniform3f;
extern PFNGLUNIFORM4FPROC nglUniform4f;
@ -187,16 +187,8 @@ extern PFNGLUNIFORM3IVPROC nglUniform3iv;
extern PFNGLUNIFORM4IVPROC nglUniform4iv;
extern PFNGLUNIFORMMATRIX2FVPROC nglUniformMatrix2fv;
extern PFNGLUNIFORMMATRIX3FVPROC nglUniformMatrix3fv;
extern PFNGLUNIFORMMATRIX4FVPROC nglUniformMatrix4fv;
extern PFNGLUNIFORMMATRIX4FVPROC nglUniformMatrix4fv;*/
extern PFNGLVERTEXATTRIBPOINTERPROC nglVertexAttribPointer;
extern PFNGLUNIFORM1UIPROC nglUniform1ui;
extern PFNGLUNIFORM2UIPROC nglUniform2ui;
extern PFNGLUNIFORM3UIPROC nglUniform3ui;
extern PFNGLUNIFORM4UIPROC nglUniform4ui;
extern PFNGLUNIFORM1UIVPROC nglUniform1uiv;
extern PFNGLUNIFORM2UIVPROC nglUniform2uiv;
extern PFNGLUNIFORM3UIVPROC nglUniform3uiv;
extern PFNGLUNIFORM4UIVPROC nglUniform4uiv;
extern PFNGLBINDBUFFERPROC nglBindBuffer;
extern PFNGLDELETEBUFFERSPROC nglDeleteBuffers;
@ -219,7 +211,7 @@ extern PFNGLGETQUERYIVPROC nglGetQueryiv;
extern PFNGLGETQUERYOBJECTIVPROC nglGetQueryObjectiv;
extern PFNGLGETQUERYOBJECTUIVPROC nglGetQueryObjectuiv;
extern PFNGLISRENDERBUFFERPROC nglIsRenderbuffer;
/*extern PFNGLISRENDERBUFFERPROC nglIsRenderbuffer;
extern PFNGLBINDRENDERBUFFERPROC nglBindRenderbuffer;
extern PFNGLDELETERENDERBUFFERSPROC nglDeleteRenderbuffers;
extern PFNGLGENRENDERBUFFERSPROC nglGenRenderbuffers;
@ -238,7 +230,7 @@ extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC nglGetFramebufferAttachment
extern PFNGLGENERATEMIPMAPPROC nglGenerateMipmap;
extern PFNGLBLITFRAMEBUFFERPROC nglBlitFramebuffer;
extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC nglRenderbufferStorageMultisample;
extern PFNGLFRAMEBUFFERTEXTURELAYERPROC nglFramebufferTextureLayer;
extern PFNGLFRAMEBUFFERTEXTURELAYERPROC nglFramebufferTextureLayer;*/
extern PFNGLACTIVETEXTUREPROC nglActiveTexture;

@ -85,7 +85,7 @@ CTextureDrvInfosGL3::~CTextureDrvInfosGL3()
// release in TextureUsed.
_Driver->_TextureUsed.erase (this);
if (InitFBO)
/*if (InitFBO)
{
nglDeleteFramebuffers(1, &FBOId);
if (AttachDepthStencil)
@ -94,12 +94,15 @@ CTextureDrvInfosGL3::~CTextureDrvInfosGL3()
if (!UsePackedDepthStencil)
nglDeleteRenderbuffers(1, &StencilFBOId);
}
}
}*/
}
// ***************************************************************************
bool CTextureDrvInfosGL3::initFrameBufferObject(ITexture * tex)
{
return false; // FIXME GL3 FBO
#if 0
if (!InitFBO)
{
if (tex->isBloomTexture())
@ -233,11 +236,14 @@ bool CTextureDrvInfosGL3::initFrameBufferObject(ITexture * tex)
}
return InitFBO;
#endif
}
// ***************************************************************************
bool CTextureDrvInfosGL3::activeFrameBufferObject(ITexture * tex)
{
return false; // FIXME GL3 FBO
#if 0
if (tex)
{
if (initFrameBufferObject(tex))
@ -254,6 +260,7 @@ bool CTextureDrvInfosGL3::activeFrameBufferObject(ITexture * tex)
}
return true;
#endif
}
// ***************************************************************************

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