Cleanup: GPUContext: Remove default_framebuffer_
This is now handled by FrameBuffer wrapping.
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@@ -127,12 +127,6 @@ GLuint GPU_vao_default(void)
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return static_cast<GLContext *>(active_ctx)->default_vao_;
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}
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GLuint GPU_framebuffer_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
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}
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GLuint GPU_vao_alloc(void)
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{
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GLuint new_vao_id = 0;
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@@ -79,7 +79,6 @@ struct GPUContext {
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};
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GLuint GPU_vao_default(void);
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GLuint GPU_framebuffer_default(void);
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/* These require a gl ctx bound. */
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GLuint GPU_buf_alloc(void);
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@@ -46,10 +46,6 @@ using namespace blender::gpu;
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GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
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: shared_orphan_list_(shared_orphan_list)
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{
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default_framebuffer_ = ghost_window ?
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GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window) :
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0;
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glGenVertexArrays(1, &default_vao_);
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float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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@@ -63,8 +63,6 @@ class GLContext : public GPUContext {
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public:
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/** Default VAO for procedural draw calls. */
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GLuint default_vao_;
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/** Default framebuffer object for some GL implementation. */
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GLuint default_framebuffer_;
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/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
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GLuint default_attr_vbo_;
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/**
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