OpenGL: remove double precision matrix functions

Proper fp64 is a GL 4.x feature. Pretending to support it in our API is just clutter.
This commit is contained in:
Mike Erwin 2016-09-22 12:19:24 +02:00
parent 0e7c3dfe75
commit 1d469f3780
Notes: blender-bot 2023-02-14 07:32:49 +01:00
Referenced by issue #49505, Blender2.8: New windows triple buffer broken
2 changed files with 0 additions and 53 deletions

View File

@ -48,14 +48,11 @@ void gpuPushMatrix(eGPUMatrixMode stack);
void gpuPopMatrix(eGPUMatrixMode stack);
void gpuLoadMatrix(eGPUMatrixMode stack, const float m[16]);
void gpuLoadMatrixd(eGPUMatrixMode stack, const double m[16]);
const float *gpuGetMatrix(eGPUMatrixMode stack, float m[16]);
void gpuGetMatrixd(eGPUMatrixMode stack, double m[16]);
void gpuLoadIdentity(eGPUMatrixMode stack);
void gpuMultMatrix(eGPUMatrixMode stack, const float m[16]);
void gpuMultMatrixd(eGPUMatrixMode stack, const double m[16]);
void gpuTranslate(eGPUMatrixMode stack, float x, float y, float z);
void gpuScale(eGPUMatrixMode stack, GLfloat x, GLfloat y, GLfloat z);
@ -78,7 +75,6 @@ void gpu_commit_matrix(void);
void GPU_feedback_vertex_3fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLfloat out[3]);
void GPU_feedback_vertex_4fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat out[4]);
void GPU_feedback_vertex_4dv(GLenum type, GLdouble x, GLdouble y, GLdouble z, GLdouble w, GLdouble out[4]);
#if defined(GLEW_ES_ONLY)

View File

@ -220,22 +220,6 @@ void gpuLoadMatrix(eGPUMatrixMode stack, const float *m)
CHECKMAT(ms_current);
}
void gpuLoadMatrixd(eGPUMatrixMode stack, const double *md)
{
GPU_matrix_stack *ms_current = mstacks + stack;
float mf[16];
int i;
for (i = 0; i < 16; i++) {
mf[i] = md[i];
}
copy_m4_m4(ms_current->dynstack[ms_current->pos], (float (*)[4])mf);
CHECKMAT(ms_current);
}
const GLfloat *gpuGetMatrix(eGPUMatrixMode stack, GLfloat *m)
{
GPU_matrix_stack *ms_select = mstacks + stack;
@ -249,20 +233,6 @@ const GLfloat *gpuGetMatrix(eGPUMatrixMode stack, GLfloat *m)
}
}
void gpuGetMatrixd(eGPUMatrixMode stack, double m[16])
{
GPU_matrix_stack *ms_select = mstacks + stack;
if (m) {
int i;
float *f = ms_select->dynstack[ms_select->pos][0];
for (i = 0; i < 16; i++) {
m[i] = f[i];
/* copy_m3_m3d(); should use something like */
}
}
}
void gpuLoadIdentity(eGPUMatrixMode stack)
{
GPU_matrix_stack *ms_current = mstacks + stack;
@ -298,18 +268,6 @@ void gpuMultMatrix(eGPUMatrixMode stack, const float *m)
CHECKMAT(ms_current);
}
void gpuMultMatrixd(eGPUMatrixMode stack, const double *m)
{
GLfloat mf[16];
GLint i;
for (i = 0; i < 16; i++) {
mf[i] = m[i];
}
gpuMultMatrix(stack, mf);
}
void gpuRotateVector(eGPUMatrixMode stack, GLfloat deg, GLfloat vector[3])
{
GPU_matrix_stack *ms_current = mstacks + stack;
@ -459,10 +417,3 @@ void GPU_feedback_vertex_4fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLflo
float in[4] = {x, y, z, w};
mul_v4_m4v4(out, m[0], in);
}
void GPU_feedback_vertex_4dv(GLenum type, GLdouble x, GLdouble y, GLdouble z, GLdouble w, GLdouble out[3])
{
GPU_matrix *m = (GPU_matrix*)gpuGetMatrix(type, NULL);
double in[4] = {x, y, z, w};
mul_v4d_m4v4d(out, m[0], in);
}