Remove SceneOpenGL::Window::paintShadow()
Leftover from the OpenGL 1.x backend.
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ac25052c22
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10120c6d42
2 changed files with 0 additions and 30 deletions
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@ -1038,35 +1038,6 @@ void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type,
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#endif
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}
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void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data)
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{
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WindowQuadList quads = data.quads.select(WindowQuadShadow);
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if (quads.isEmpty())
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return;
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GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
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if (!texture) {
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return;
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}
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if (filter == ImageFilterGood)
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texture->setFilter(GL_LINEAR);
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else
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texture->setFilter(GL_NEAREST);
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texture->setWrapMode(GL_CLAMP_TO_EDGE);
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texture->bind();
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prepareStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.screen());
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renderQuads(0, region, quads, texture, true);
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restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation());
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texture->unbind();
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#ifndef KWIN_HAVE_OPENGLES
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if (m_scene && m_scene->debug()) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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renderQuads(0, region, quads, texture, true);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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#endif
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}
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void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
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GLTexture *tex, bool normalized)
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{
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@ -210,7 +210,6 @@ protected:
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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GLTexture *getDecorationTexture() const;
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void paintDecoration(GLTexture *texture, TextureType type, const QRegion ®ion, const WindowPaintData &data, const WindowQuadList &quads);
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void paintShadow(const QRegion ®ion, const WindowPaintData &data);
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized);
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/**
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* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered.
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