Commit: 1d469f3780dc9138448a49851a9056c3596a7cf8
Author: Mike Erwin
Date:   Thu Sep 22 12:19:24 2016 +0200
Branches: blender2.8
https://developer.blender.org/rB1d469f3780dc9138448a49851a9056c3596a7cf8

OpenGL: remove double precision matrix functions

Proper fp64 is a GL 4.x feature. Pretending to support it in our API is just 
clutter.

===================================================================

M       source/blender/gpu/GPU_matrix.h
M       source/blender/gpu/intern/gpu_matrix.c

===================================================================

diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
index 9d61084..4588e70 100644
--- a/source/blender/gpu/GPU_matrix.h
+++ b/source/blender/gpu/GPU_matrix.h
@@ -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)
 
diff --git a/source/blender/gpu/intern/gpu_matrix.c 
b/source/blender/gpu/intern/gpu_matrix.c
index 29b8c02..9a938cc 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -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);
-}

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