From 3d3a52c32d0fc93abc71e029fefb2ce00dc4d79f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fredrik=20H=C3=B6glund?= Date: Wed, 30 Jul 2014 16:19:13 +0200 Subject: [PATCH] Remove SceneOpenGL::Window::renderQuads() Leftover from the OpenGL 1.x backend. --- scene_opengl.cpp | 30 ------------------------------ scene_opengl.h | 10 ---------- 2 files changed, 40 deletions(-) diff --git a/scene_opengl.cpp b/scene_opengl.cpp index 9ac8b3bef8..243aae0ac2 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -998,36 +998,6 @@ GLTexture *SceneOpenGL::Window::getDecorationTexture() const return texture; } -void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, - GLTexture *tex, bool normalized) -{ - if (quads.isEmpty()) - return; - - const QMatrix4x4 matrix = tex->matrix(normalized ? NormalizedCoordinates : UnnormalizedCoordinates); - - // Render geometry - GLenum primitiveType; - int primcount; - - if (GLVertexBuffer::supportsIndexedQuads()) { - primitiveType = GL_QUADS; - primcount = quads.count() * 4; - } else { - primitiveType = GL_TRIANGLES; - primcount = quads.count() * 6; - } - - GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); - vbo->setVertexCount(primcount); - - GLVertex2D *map = (GLVertex2D *) vbo->map(primcount * sizeof(GLVertex2D)); - quads.makeInterleavedArrays(primitiveType, map, matrix); - vbo->unmap(); - - vbo->render(region, primitiveType, m_hardwareClipping); -} - WindowPixmap* SceneOpenGL::Window::createWindowPixmap() { return new OpenGLWindowPixmap(this, m_scene); diff --git a/scene_opengl.h b/scene_opengl.h index ff406b4194..fb10c45a7f 100644 --- a/scene_opengl.h +++ b/scene_opengl.h @@ -209,16 +209,6 @@ protected: QMatrix4x4 transformation(int mask, const WindowPaintData &data) const; GLTexture *getDecorationTexture() const; - void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized); - /** - * @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered. - * - * @param type The type of the Texture which will be rendered - * @param opacity The opacity value to use for this rendering - * @param brightness The brightness value to use for this rendering - * @param saturation The saturation value to use for this rendering - * @param screen The index of the screen to use for this rendering - **/ virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0; /** * @brief Restores the OpenGL rendering state after the texture with @p type has been rendered.