Remove SceneOpenGL::Window::paintDecoration()

Leftover from the OpenGL 1.x backend.
This commit is contained in:
Fredrik Höglund 2014-07-30 16:16:40 +02:00
parent 10120c6d42
commit c9aacbc460
2 changed files with 0 additions and 43 deletions

View file

@ -998,46 +998,6 @@ GLTexture *SceneOpenGL::Window::getDecorationTexture() const
return texture;
}
void SceneOpenGL::Window::paintDecorations(const WindowPaintData &data, const QRegion &region)
{
GLTexture *texture = getDecorationTexture();
if (!texture)
return;
const WindowQuadList quads = data.quads.select(WindowQuadDecoration);
paintDecoration(texture, Decoration, region, data, quads);
}
void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type,
const QRegion &region, const WindowPaintData &data,
const WindowQuadList &quads)
{
if (!texture || quads.isEmpty())
return;
if (filter == ImageFilterGood)
texture->setFilter(GL_LINEAR);
else
texture->setFilter(GL_NEAREST);
texture->setWrapMode(GL_CLAMP_TO_EDGE);
texture->bind();
prepareStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.screen());
renderQuads(0, region, quads, texture, false);
restoreStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation());
texture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (m_scene && m_scene->debug()) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, m_hardwareClipping);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
GLTexture *tex, bool normalized)
{

View file

@ -209,7 +209,6 @@ protected:
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
GLTexture *getDecorationTexture() const;
void paintDecoration(GLTexture *texture, TextureType type, const QRegion &region, const WindowPaintData &data, const WindowQuadList &quads);
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.
@ -232,8 +231,6 @@ protected:
**/
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0;
void paintDecorations(const WindowPaintData &data, const QRegion &region);
protected:
SceneOpenGL *m_scene;
bool m_hardwareClipping;