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Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c23
1 files changed, 0 insertions, 23 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index f651fd4fb61..5f523df18d1 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -57,12 +57,6 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
-/**
- * To be used before calling #immDrawPixelsTex
- * Default shader is #GPU_SHADER_2D_IMAGE_COLOR
- * You can still set uniforms with:
- * `GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);`
- */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
IMMDrawPixelsTexState state;
@@ -78,20 +72,6 @@ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
return state;
}
-/**
- * Use the currently bound shader.
- *
- * Use #immDrawPixelsTexSetup to bind the shader you
- * want before calling #immDrawPixelsTex.
- *
- * If using a special shader double check it uses the same
- * attributes "pos" "texCoord" and uniform "image".
- *
- * If color is NULL then use white by default
- *
- * Be also aware that this function unbinds the shader when
- * it's finished.
- */
void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
float x,
float y,
@@ -363,7 +343,6 @@ void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
/* **** Color management helper functions for GLSL display/transform ***** */
-/* Draw given image buffer on a screen using GLSL for display transform */
void ED_draw_imbuf_clipping(ImBuf *ibuf,
float x,
float y,
@@ -577,8 +556,6 @@ int ED_draw_imbuf_method(ImBuf *ibuf)
return U.image_draw_method;
}
-/* don't move to GPU_immediate_util.h because this uses user-prefs
- * and isn't very low level */
void immDrawBorderCorners(uint pos, const rcti *border, float zoomx, float zoomy)
{
float delta_x = 4.0f * UI_DPI_FAC / zoomx;