mirror of https://github.com/mpv-player/mpv
gl_common: remove unused glValName()
Using helper programs like apitrace is better for debugging.
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@ -100,62 +100,6 @@ void glAdjustAlignment(GL *gl, int stride)
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gl->PixelStorei(GL_PACK_ALIGNMENT, gl_alignment);
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gl->PixelStorei(GL_PACK_ALIGNMENT, gl_alignment);
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}
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}
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struct gl_name_map_struct {
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GLint value;
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const char *name;
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};
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#undef MAP
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#define MAP(a) {a, # a}
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//! mapping table for the glValName function
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static const struct gl_name_map_struct gl_name_map[] = {
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// internal format
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MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8),
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MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2),
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MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2),
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MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), MAP(GL_LUMINANCE16),
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MAP(GL_R16),
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// format
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MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE),
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MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA),
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MAP(GL_COLOR_INDEX),
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// rest 1.2 only
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MAP(GL_BGR), MAP(GL_BGRA),
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//type
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MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT),
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MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE),
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MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES),
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// rest 1.2 only
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MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV),
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MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV),
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MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV),
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MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV),
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MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV),
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MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV),
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{0, 0}
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};
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#undef MAP
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/**
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* \brief return the name of an OpenGL constant
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* \param value the constant
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* \return name of the constant or "Unknown format!"
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* \ingroup glgeneral
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*/
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const char *glValName(GLint value)
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{
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int i = 0;
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while (gl_name_map[i].name) {
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if (gl_name_map[i].value == value)
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return gl_name_map[i].name;
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i++;
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}
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return "Unknown format!";
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}
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//! always return this format as internal texture format in glFindFormat
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//! always return this format as internal texture format in glFindFormat
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#define TEXTUREFORMAT_ALWAYS GL_RGB8
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#define TEXTUREFORMAT_ALWAYS GL_RGB8
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#undef TEXTUREFORMAT_ALWAYS
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#undef TEXTUREFORMAT_ALWAYS
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@ -57,8 +57,6 @@ typedef struct GL GL;
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void glAdjustAlignment(GL *gl, int stride);
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void glAdjustAlignment(GL *gl, int stride);
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const char *glValName(GLint value);
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int glFindFormat(uint32_t format, int have_texture_rg, int *bpp,
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int glFindFormat(uint32_t format, int have_texture_rg, int *bpp,
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GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type);
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GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type);
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int glFmt2bpp(GLenum format, GLenum type);
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int glFmt2bpp(GLenum format, GLenum type);
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