Cleanup: GPUContext: Remove default_framebuffer_

This is now handled by FrameBuffer wrapping.
This commit is contained in:
Clément Foucault
2020-08-29 01:29:44 +02:00
parent 807817c0c4
commit f69c7a7ff9
4 changed files with 0 additions and 13 deletions

View File

@@ -127,12 +127,6 @@ GLuint GPU_vao_default(void)
return static_cast<GLContext *>(active_ctx)->default_vao_;
}
GLuint GPU_framebuffer_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;

View File

@@ -79,7 +79,6 @@ struct GPUContext {
};
GLuint GPU_vao_default(void);
GLuint GPU_framebuffer_default(void);
/* These require a gl ctx bound. */
GLuint GPU_buf_alloc(void);

View File

@@ -46,10 +46,6 @@ using namespace blender::gpu;
GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
: shared_orphan_list_(shared_orphan_list)
{
default_framebuffer_ = ghost_window ?
GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window) :
0;
glGenVertexArrays(1, &default_vao_);
float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};

View File

@@ -63,8 +63,6 @@ class GLContext : public GPUContext {
public:
/** Default VAO for procedural draw calls. */
GLuint default_vao_;
/** Default framebuffer object for some GL implementation. */
GLuint default_framebuffer_;
/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
GLuint default_attr_vbo_;
/**