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authorClément Foucault <foucault.clem@gmail.com>2020-08-31 19:42:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-01 01:30:36 +0300
commit13b0a697a07e84abe5a62168ba75f38d325d3f22 (patch)
tree71f2b3837d4bcca781300eb9697f146ec0d7e841 /source/blender/gpu/intern
parent052538edc1fba109d3427471047611888ed13bea (diff)
Cleanup: GPU: Remove GPU_draw_primitive and default_vao_
These are not used anymore and can be replicated using the GPUBatch API.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc16
-rw-r--r--source/blender/gpu/intern/gpu_context.cc6
-rw-r--r--source/blender/gpu/intern/gpu_context_private.hh2
3 files changed, 0 insertions, 24 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index c3554d9abc8..0b0c88a42e2 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -280,22 +280,6 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count);
}
-/* just draw some vertices and let shader place them where we want. */
-void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
-{
- GPU_context_active_get()->state_manager->apply_state();
-
- /* we cannot draw without vao ... annoying ... */
- glBindVertexArray(GPU_vao_default());
-
- GLenum type = blender::gpu::to_gl(prim_type);
- glDrawArrays(type, 0, v_count);
-
- /* Performance hog if you are drawing with the same vao multiple time.
- * Only activate for debugging.*/
- // glBindVertexArray(0);
-}
-
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc
index 229456f9aa5..85e7dffe3e7 100644
--- a/source/blender/gpu/intern/gpu_context.cc
+++ b/source/blender/gpu/intern/gpu_context.cc
@@ -126,12 +126,6 @@ GPUContext *GPU_context_active_get(void)
return active_ctx;
}
-GLuint GPU_vao_default(void)
-{
- BLI_assert(active_ctx); /* need at least an active context */
- return static_cast<GLContext *>(active_ctx)->default_vao_;
-}
-
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;
diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh
index b32406bfc44..b72eee13105 100644
--- a/source/blender/gpu/intern/gpu_context_private.hh
+++ b/source/blender/gpu/intern/gpu_context_private.hh
@@ -82,8 +82,6 @@ struct GPUContext {
MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
};
-GLuint GPU_vao_default(void);
-
/* These require a gl ctx bound. */
GLuint GPU_buf_alloc(void);
GLuint GPU_tex_alloc(void);