gl_common: remove unused glValName()

Using helper programs like apitrace is better for debugging.
This commit is contained in:
wm4 2012-03-17 11:20:51 +01:00
parent 8793a4c77b
commit 4b883505f6
2 changed files with 0 additions and 58 deletions

View File

@ -100,62 +100,6 @@ void glAdjustAlignment(GL *gl, int stride)
gl->PixelStorei(GL_PACK_ALIGNMENT, gl_alignment);
}
struct gl_name_map_struct {
GLint value;
const char *name;
};
#undef MAP
#define MAP(a) {a, # a}
//! mapping table for the glValName function
static const struct gl_name_map_struct gl_name_map[] = {
// internal format
MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8),
MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2),
MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2),
MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), MAP(GL_LUMINANCE16),
MAP(GL_R16),
// format
MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE),
MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA),
MAP(GL_COLOR_INDEX),
// rest 1.2 only
MAP(GL_BGR), MAP(GL_BGRA),
//type
MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT),
MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE),
MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES),
// rest 1.2 only
MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV),
MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV),
MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV),
MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV),
MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV),
MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV),
{0, 0}
};
#undef MAP
/**
* \brief return the name of an OpenGL constant
* \param value the constant
* \return name of the constant or "Unknown format!"
* \ingroup glgeneral
*/
const char *glValName(GLint value)
{
int i = 0;
while (gl_name_map[i].name) {
if (gl_name_map[i].value == value)
return gl_name_map[i].name;
i++;
}
return "Unknown format!";
}
//! always return this format as internal texture format in glFindFormat
#define TEXTUREFORMAT_ALWAYS GL_RGB8
#undef TEXTUREFORMAT_ALWAYS

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@ -57,8 +57,6 @@ typedef struct GL GL;
void glAdjustAlignment(GL *gl, int stride);
const char *glValName(GLint value);
int glFindFormat(uint32_t format, int have_texture_rg, int *bpp,
GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type);
int glFmt2bpp(GLenum format, GLenum type);