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internal/graphicsdriver/opengl/gles: remove unused functions
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@ -60,7 +60,6 @@ type gl struct {
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getProgramParameter js.Value
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getProgramParameter js.Value
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getShaderInfoLog js.Value
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getShaderInfoLog js.Value
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getShaderParameter js.Value
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getShaderParameter js.Value
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getShaderPrecisionFormat js.Value
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getUniformLocation js.Value
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getUniformLocation js.Value
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isContextLost js.Value
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isContextLost js.Value
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isFramebuffer js.Value
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isFramebuffer js.Value
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@ -137,7 +136,6 @@ func (c *context) newGL(v js.Value) *gl {
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getProgramParameter: v.Get("getProgramParameter").Call("bind", v),
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getProgramParameter: v.Get("getProgramParameter").Call("bind", v),
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getShaderInfoLog: v.Get("getShaderInfoLog").Call("bind", v),
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getShaderInfoLog: v.Get("getShaderInfoLog").Call("bind", v),
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getShaderParameter: v.Get("getShaderParameter").Call("bind", v),
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getShaderParameter: v.Get("getShaderParameter").Call("bind", v),
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getShaderPrecisionFormat: v.Get("getShaderPrecisionFormat").Call("bind", v),
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getUniformLocation: v.Get("getUniformLocation").Call("bind", v),
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getUniformLocation: v.Get("getUniformLocation").Call("bind", v),
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isContextLost: v.Get("isContextLost").Call("bind", v),
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isContextLost: v.Get("isContextLost").Call("bind", v),
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isFramebuffer: v.Get("isFramebuffer").Call("bind", v),
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isFramebuffer: v.Get("isFramebuffer").Call("bind", v),
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@ -245,13 +245,6 @@ func (DefaultContext) GetShaderiv(dst []int32, shader uint32, pname uint32) {
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C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0])))
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C.glGetShaderiv(C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&dst[0])))
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}
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}
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func (DefaultContext) GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int) {
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var r [2]int32
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var p int32
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C.glGetShaderPrecisionFormat(C.GLenum(shadertype), C.GLenum(precisiontype), (*C.GLint)(unsafe.Pointer(&r[0])), (*C.GLint)(unsafe.Pointer(&p)))
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return int(r[0]), int(r[1]), int(p)
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}
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func (DefaultContext) GetUniformLocation(program uint32, name string) int32 {
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func (DefaultContext) GetUniformLocation(program uint32, name string) int32 {
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s := C.CString(name)
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s := C.CString(name)
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defer C.free(unsafe.Pointer(s))
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defer C.free(unsafe.Pointer(s))
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@ -230,10 +230,6 @@ func (g *GomobileContext) GetShaderiv(dst []int32, shader uint32, pname uint32)
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dst[0] = int32(g.ctx.GetShaderi(gl.Shader{Value: shader}, gl.Enum(pname)))
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dst[0] = int32(g.ctx.GetShaderi(gl.Shader{Value: shader}, gl.Enum(pname)))
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}
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}
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func (g *GomobileContext) GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int) {
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return g.ctx.GetShaderPrecisionFormat(gl.Enum(shadertype), gl.Enum(precisiontype))
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}
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func (g *GomobileContext) GetUniformLocation(program uint32, name string) int32 {
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func (g *GomobileContext) GetUniformLocation(program uint32, name string) int32 {
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return g.ctx.GetUniformLocation(gmProgram(program), name).Value
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return g.ctx.GetUniformLocation(gmProgram(program), name).Value
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}
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}
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@ -57,7 +57,6 @@ type Context interface {
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GetProgramiv(dst []int32, program uint32, pname uint32)
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GetProgramiv(dst []int32, program uint32, pname uint32)
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GetShaderInfoLog(shader uint32) string
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GetShaderInfoLog(shader uint32) string
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GetShaderiv(dst []int32, shader uint32, pname uint32)
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GetShaderiv(dst []int32, shader uint32, pname uint32)
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GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int)
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GetUniformLocation(program uint32, name string) int32
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GetUniformLocation(program uint32, name string) int32
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IsFramebuffer(framebuffer uint32) bool
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IsFramebuffer(framebuffer uint32) bool
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IsProgram(program uint32) bool
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IsProgram(program uint32) bool
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