Code cleanup: remove unused color management functions
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@@ -191,11 +191,6 @@ bool IMB_colormanagement_setup_glsl_draw_from_space_ctx(const struct bContext *C
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/* Finish GLSL-based display space conversion */
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void IMB_colormanagement_finish_glsl_draw(void);
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/* Configures GLSL shader for conversion from space defined by role to scene linear space */
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bool IMB_colormanagement_setup_transform_from_role_glsl(int role, bool predivide);
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/* Finish GLSL-based color space conversion */
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void IMB_colormanagement_finish_glsl_transform(void);
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/* Roles */
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enum {
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COLOR_ROLE_SCENE_LINEAR = 0,
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@@ -3147,36 +3147,3 @@ void IMB_colormanagement_finish_glsl_draw(void)
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{
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OCIO_finishGLSLDraw(global_glsl_state.ocio_glsl_state);
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}
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/* ** Color space conversion using GLSL shader ** */
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/**
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* Configures GLSL shader for conversion from space defined by role
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* to scene linear space
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*
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* Will create appropriate OCIO processor and setup GLSL shader,
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* so further 2D texture usage will use this conversion.
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*
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* Role is an pseudonym for a color space, see bottom of file
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* IMB_colormanagement.h for list of available roles.
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*
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* When there's no need to apply transform on 2D textures, use
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* IMB_colormanagement_finish_glsl_transform().
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*/
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bool IMB_colormanagement_setup_transform_from_role_glsl(int role, bool predivide)
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{
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OCIO_ConstProcessorRcPtr *processor;
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ColorSpace *colorspace;
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colorspace = colormanage_colorspace_get_roled(role);
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processor = colorspace_to_scene_linear_processor(colorspace);
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return OCIO_setupGLSLDraw(&global_glsl_state.transform_ocio_glsl_state, processor, NULL, predivide);
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}
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/* Finish GLSL-based color space conversion */
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void IMB_colormanagement_finish_glsl_transform(void)
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{
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OCIO_finishGLSLDraw(global_glsl_state.transform_ocio_glsl_state);
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}
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