[android,darwin,ios,qt] Remove unused code

These files are no longer needed after the new GL abstraction.
This commit is contained in:
Thiago Marcos P. Santos
2019-02-05 15:19:04 +02:00
parent 992a955fc3
commit 65cec8be34
7 changed files with 0 additions and 218 deletions

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@@ -97,7 +97,6 @@
"platform/linux/src/headless_backend_egl.cpp"
],
"public_headers": {
"mbgl/gl/gl_impl.hpp": "platform/android/include/mbgl/gl/gl_impl.hpp",
"jni/string_conversion.hpp": "platform/default/include/jni/string_conversion.hpp",
"mbgl/gl/headless_backend.hpp": "platform/default/include/mbgl/gl/headless_backend.hpp",
"mbgl/gl/headless_frontend.hpp": "platform/default/include/mbgl/gl/headless_frontend.hpp",

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@@ -1,5 +0,0 @@
#pragma once
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>

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@@ -1,22 +0,0 @@
#pragma once
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif TARGET_OS_MAC
#if MBGL_USE_GLES2
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#endif
#else
#error Unsupported Apple platform
#endif

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@@ -23,7 +23,6 @@
"public_headers": {
"mbgl/storage/reachability.h": "platform/darwin/include/mbgl/storage/reachability.h",
"mbgl/util/image+MGLAdditions.hpp": "platform/darwin/include/mbgl/util/image+MGLAdditions.hpp",
"mbgl/gl/gl_impl.hpp": "platform/darwin/include/mbgl/gl/gl_impl.hpp",
"mbgl/gl/headless_backend.hpp": "platform/default/include/mbgl/gl/headless_backend.hpp",
"mbgl/gl/headless_frontend.hpp": "platform/default/include/mbgl/gl/headless_frontend.hpp",
"mbgl/map/map_snapshotter.hpp": "platform/default/include/mbgl/map/map_snapshotter.hpp",

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@@ -1,11 +0,0 @@
#pragma once
#if MBGL_USE_GLES2
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif

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@@ -1,158 +0,0 @@
#pragma once
#include <QtGlobal>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#ifndef GL_RGBA8_OES
#define GL_RGBA8_OES GL_RGBA8
#endif
#ifndef GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH24_STENCIL8_OES GL_DEPTH24_STENCIL8
#endif
#define glActiveTexture(...) QOpenGLContext::currentContext()->functions()->glActiveTexture(__VA_ARGS__)
#define glAttachShader(...) QOpenGLContext::currentContext()->functions()->glAttachShader(__VA_ARGS__)
#define glBindAttribLocation(...) QOpenGLContext::currentContext()->functions()->glBindAttribLocation(__VA_ARGS__)
#define glBindBuffer(...) QOpenGLContext::currentContext()->functions()->glBindBuffer(__VA_ARGS__)
#define glBindFramebuffer(...) QOpenGLContext::currentContext()->functions()->glBindFramebuffer(__VA_ARGS__)
#define glBindRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glBindRenderbuffer(__VA_ARGS__)
#define glBindTexture(...) QOpenGLContext::currentContext()->functions()->glBindTexture(__VA_ARGS__)
#define glBlendColor(...) QOpenGLContext::currentContext()->functions()->glBlendColor(__VA_ARGS__)
#define glBlendEquation(...) QOpenGLContext::currentContext()->functions()->glBlendEquation(__VA_ARGS__)
#define glBlendEquationSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendEquationSeparate(__VA_ARGS__)
#define glBlendFunc(...) QOpenGLContext::currentContext()->functions()->glBlendFunc(__VA_ARGS__)
#define glBlendFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendFuncSeparate(__VA_ARGS__)
#define glBufferData(...) QOpenGLContext::currentContext()->functions()->glBufferData(__VA_ARGS__)
#define glBufferSubData(...) QOpenGLContext::currentContext()->functions()->glBufferSubData(__VA_ARGS__)
#define glCheckFramebufferStatus(...) QOpenGLContext::currentContext()->functions()->glCheckFramebufferStatus(__VA_ARGS__)
#define glClear(...) QOpenGLContext::currentContext()->functions()->glClear(__VA_ARGS__)
#define glClearColor(...) QOpenGLContext::currentContext()->functions()->glClearColor(__VA_ARGS__)
#define glClearDepthf(...) QOpenGLContext::currentContext()->functions()->glClearDepthf(__VA_ARGS__)
#define glClearStencil(...) QOpenGLContext::currentContext()->functions()->glClearStencil(__VA_ARGS__)
#define glColorMask(...) QOpenGLContext::currentContext()->functions()->glColorMask(__VA_ARGS__)
#define glCompileShader(...) QOpenGLContext::currentContext()->functions()->glCompileShader(__VA_ARGS__)
#define glCompressedTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexImage2D(__VA_ARGS__)
#define glCompressedTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexSubImage2D(__VA_ARGS__)
#define glCopyTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexImage2D(__VA_ARGS__)
#define glCopyTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexSubImage2D(__VA_ARGS__)
#define glCreateProgram(...) QOpenGLContext::currentContext()->functions()->glCreateProgram(__VA_ARGS__)
#define glCreateShader(...) QOpenGLContext::currentContext()->functions()->glCreateShader(__VA_ARGS__)
#define glCullFace(...) QOpenGLContext::currentContext()->functions()->glCullFace(__VA_ARGS__)
#define glDeleteBuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteBuffers(__VA_ARGS__)
#define glDeleteFramebuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteFramebuffers(__VA_ARGS__)
#define glDeleteProgram(...) QOpenGLContext::currentContext()->functions()->glDeleteProgram(__VA_ARGS__)
#define glDeleteRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteRenderbuffers(__VA_ARGS__)
#define glDeleteShader(...) QOpenGLContext::currentContext()->functions()->glDeleteShader(__VA_ARGS__)
#define glDeleteTextures(...) QOpenGLContext::currentContext()->functions()->glDeleteTextures(__VA_ARGS__)
#define glDepthFunc(...) QOpenGLContext::currentContext()->functions()->glDepthFunc(__VA_ARGS__)
#define glDepthMask(...) QOpenGLContext::currentContext()->functions()->glDepthMask(__VA_ARGS__)
#define glDepthRangef(...) QOpenGLContext::currentContext()->functions()->glDepthRangef(__VA_ARGS__)
#define glDetachShader(...) QOpenGLContext::currentContext()->functions()->glDetachShader(__VA_ARGS__)
#define glDisable(...) QOpenGLContext::currentContext()->functions()->glDisable(__VA_ARGS__)
#define glDisableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glDisableVertexAttribArray(__VA_ARGS__)
#define glDrawArrays(...) QOpenGLContext::currentContext()->functions()->glDrawArrays(__VA_ARGS__)
#define glDrawElements(...) QOpenGLContext::currentContext()->functions()->glDrawElements(__VA_ARGS__)
#define glEnable(...) QOpenGLContext::currentContext()->functions()->glEnable(__VA_ARGS__)
#define glEnableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glEnableVertexAttribArray(__VA_ARGS__)
#define glFinish(...) QOpenGLContext::currentContext()->functions()->glFinish(__VA_ARGS__)
#define glFlush(...) QOpenGLContext::currentContext()->functions()->glFlush(__VA_ARGS__)
#define glFramebufferRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glFramebufferRenderbuffer(__VA_ARGS__)
#define glFramebufferTexture2D(...) QOpenGLContext::currentContext()->functions()->glFramebufferTexture2D(__VA_ARGS__)
#define glFrontFace(...) QOpenGLContext::currentContext()->functions()->glFrontFace(__VA_ARGS__)
#define glGenBuffers(...) QOpenGLContext::currentContext()->functions()->glGenBuffers(__VA_ARGS__)
#define glGenerateMipmap(...) QOpenGLContext::currentContext()->functions()->glGenerateMipmap(__VA_ARGS__)
#define glGenFramebuffers(...) QOpenGLContext::currentContext()->functions()->glGenFramebuffers(__VA_ARGS__)
#define glGenRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glGenRenderbuffers(__VA_ARGS__)
#define glGenTextures(...) QOpenGLContext::currentContext()->functions()->glGenTextures(__VA_ARGS__)
#define glGetActiveAttrib(...) QOpenGLContext::currentContext()->functions()->glGetActiveAttrib(__VA_ARGS__)
#define glGetActiveUniform(...) QOpenGLContext::currentContext()->functions()->glGetActiveUniform(__VA_ARGS__)
#define glGetAttachedShaders(...) QOpenGLContext::currentContext()->functions()->glGetAttachedShaders(__VA_ARGS__)
#define glGetAttribLocation(...) QOpenGLContext::currentContext()->functions()->glGetAttribLocation(__VA_ARGS__)
#define glGetBooleanv(...) QOpenGLContext::currentContext()->functions()->glGetBooleanv(__VA_ARGS__)
#define glGetBufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetBufferParameteriv(__VA_ARGS__)
#define glGetError(...) QOpenGLContext::currentContext()->functions()->glGetError(__VA_ARGS__)
#define glGetFloatv(...) QOpenGLContext::currentContext()->functions()->glGetFloatv(__VA_ARGS__)
#define glGetFramebufferAttachmentParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetFramebufferAttachmentParameteriv(__VA_ARGS__)
#define glGetIntegerv(...) QOpenGLContext::currentContext()->functions()->glGetIntegerv(__VA_ARGS__)
#define glGetProgramInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetProgramInfoLog(__VA_ARGS__)
#define glGetProgramiv(...) QOpenGLContext::currentContext()->functions()->glGetProgramiv(__VA_ARGS__)
#define glGetRenderbufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetRenderbufferParameteriv(__VA_ARGS__)
#define glGetShaderInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetShaderInfoLog(__VA_ARGS__)
#define glGetShaderiv(...) QOpenGLContext::currentContext()->functions()->glGetShaderiv(__VA_ARGS__)
#define glGetShaderPrecisionFormat(...) QOpenGLContext::currentContext()->functions()->glGetShaderPrecisionFormat(__VA_ARGS__)
#define glGetShaderSource(...) QOpenGLContext::currentContext()->functions()->glGetShaderSource(__VA_ARGS__)
#define glGetString(...) QOpenGLContext::currentContext()->functions()->glGetString(__VA_ARGS__)
#define glGetTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameterfv(__VA_ARGS__)
#define glGetTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameteriv(__VA_ARGS__)
#define glGetUniformfv(...) QOpenGLContext::currentContext()->functions()->glGetUniformfv(__VA_ARGS__)
#define glGetUniformiv(...) QOpenGLContext::currentContext()->functions()->glGetUniformiv(__VA_ARGS__)
#define glGetUniformLocation(...) QOpenGLContext::currentContext()->functions()->glGetUniformLocation(__VA_ARGS__)
#define glGetVertexAttribfv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribfv(__VA_ARGS__)
#define glGetVertexAttribiv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribiv(__VA_ARGS__)
#define glGetVertexAttribPointerv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribPointerv(__VA_ARGS__)
#define glHint(...) QOpenGLContext::currentContext()->functions()->glHint(__VA_ARGS__)
#define glIsBuffer(...) QOpenGLContext::currentContext()->functions()->glIsBuffer(__VA_ARGS__)
#define glIsEnabled(...) QOpenGLContext::currentContext()->functions()->glIsEnabled(__VA_ARGS__)
#define glIsFramebuffer(...) QOpenGLContext::currentContext()->functions()->glIsFramebuffer(__VA_ARGS__)
#define glIsProgram(...) QOpenGLContext::currentContext()->functions()->glIsProgram(__VA_ARGS__)
#define glIsRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glIsRenderbuffer(__VA_ARGS__)
#define glIsShader(...) QOpenGLContext::currentContext()->functions()->glIsShader(__VA_ARGS__)
#define glIsTexture(...) QOpenGLContext::currentContext()->functions()->glIsTexture(__VA_ARGS__)
#define glLineWidth(...) QOpenGLContext::currentContext()->functions()->glLineWidth(__VA_ARGS__)
#define glLinkProgram(...) QOpenGLContext::currentContext()->functions()->glLinkProgram(__VA_ARGS__)
#define glPixelStorei(...) QOpenGLContext::currentContext()->functions()->glPixelStorei(__VA_ARGS__)
#define glPolygonOffset(...) QOpenGLContext::currentContext()->functions()->glPolygonOffset(__VA_ARGS__)
#define glReadPixels(...) QOpenGLContext::currentContext()->functions()->glReadPixels(__VA_ARGS__)
#define glReleaseShaderCompiler(...) QOpenGLContext::currentContext()->functions()->glReleaseShaderCompiler(__VA_ARGS__)
#define glRenderbufferStorage(...) QOpenGLContext::currentContext()->functions()->glRenderbufferStorage(__VA_ARGS__)
#define glSampleCoverage(...) QOpenGLContext::currentContext()->functions()->glSampleCoverage(__VA_ARGS__)
#define glScissor(...) QOpenGLContext::currentContext()->functions()->glScissor(__VA_ARGS__)
#define glShaderBinary(...) QOpenGLContext::currentContext()->functions()->glShaderBinary(__VA_ARGS__)
#define glShaderSource(...) QOpenGLContext::currentContext()->functions()->glShaderSource(__VA_ARGS__)
#define glStencilFunc(...) QOpenGLContext::currentContext()->functions()->glStencilFunc(__VA_ARGS__)
#define glStencilFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilFuncSeparate(__VA_ARGS__)
#define glStencilMask(...) QOpenGLContext::currentContext()->functions()->glStencilMask(__VA_ARGS__)
#define glStencilMaskSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilMaskSeparate(__VA_ARGS__)
#define glStencilOp(...) QOpenGLContext::currentContext()->functions()->glStencilOp(__VA_ARGS__)
#define glStencilOpSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilOpSeparate(__VA_ARGS__)
#define glTexImage2D(...) QOpenGLContext::currentContext()->functions()->glTexImage2D(__VA_ARGS__)
#define glTexLevelParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexLevelParameteriv(__VA_ARGS__)
#define glTexParameterf(...) QOpenGLContext::currentContext()->functions()->glTexParameterf(__VA_ARGS__)
#define glTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glTexParameterfv(__VA_ARGS__)
#define glTexParameteri(...) QOpenGLContext::currentContext()->functions()->glTexParameteri(__VA_ARGS__)
#define glTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexParameteriv(__VA_ARGS__)
#define glTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glTexSubImage2D(__VA_ARGS__)
#define glUniform1f(...) QOpenGLContext::currentContext()->functions()->glUniform1f(__VA_ARGS__)
#define glUniform1fv(...) QOpenGLContext::currentContext()->functions()->glUniform1fv(__VA_ARGS__)
#define glUniform1i(...) QOpenGLContext::currentContext()->functions()->glUniform1i(__VA_ARGS__)
#define glUniform1iv(...) QOpenGLContext::currentContext()->functions()->glUniform1iv(__VA_ARGS__)
#define glUniform2f(...) QOpenGLContext::currentContext()->functions()->glUniform2f(__VA_ARGS__)
#define glUniform2fv(...) QOpenGLContext::currentContext()->functions()->glUniform2fv(__VA_ARGS__)
#define glUniform2i(...) QOpenGLContext::currentContext()->functions()->glUniform2i(__VA_ARGS__)
#define glUniform2iv(...) QOpenGLContext::currentContext()->functions()->glUniform2iv(__VA_ARGS__)
#define glUniform3f(...) QOpenGLContext::currentContext()->functions()->glUniform3f(__VA_ARGS__)
#define glUniform3fv(...) QOpenGLContext::currentContext()->functions()->glUniform3fv(__VA_ARGS__)
#define glUniform3i(...) QOpenGLContext::currentContext()->functions()->glUniform3i(__VA_ARGS__)
#define glUniform3iv(...) QOpenGLContext::currentContext()->functions()->glUniform3iv(__VA_ARGS__)
#define glUniform4f(...) QOpenGLContext::currentContext()->functions()->glUniform4f(__VA_ARGS__)
#define glUniform4fv(...) QOpenGLContext::currentContext()->functions()->glUniform4fv(__VA_ARGS__)
#define glUniform4i(...) QOpenGLContext::currentContext()->functions()->glUniform4i(__VA_ARGS__)
#define glUniform4iv(...) QOpenGLContext::currentContext()->functions()->glUniform4iv(__VA_ARGS__)
#define glUniformMatrix2fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix2fv(__VA_ARGS__)
#define glUniformMatrix3fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix3fv(__VA_ARGS__)
#define glUniformMatrix4fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix4fv(__VA_ARGS__)
#define glUseProgram(...) QOpenGLContext::currentContext()->functions()->glUseProgram(__VA_ARGS__)
#define glValidateProgram(...) QOpenGLContext::currentContext()->functions()->glValidateProgram(__VA_ARGS__)
#define glVertexAttrib1f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1f(__VA_ARGS__)
#define glVertexAttrib1fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1fv(__VA_ARGS__)
#define glVertexAttrib2f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2f(__VA_ARGS__)
#define glVertexAttrib2fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2fv(__VA_ARGS__)
#define glVertexAttrib3f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3f(__VA_ARGS__)
#define glVertexAttrib3fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3fv(__VA_ARGS__)
#define glVertexAttrib4f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4f(__VA_ARGS__)
#define glVertexAttrib4fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4fv(__VA_ARGS__)
#define glVertexAttribPointer(...) QOpenGLContext::currentContext()->functions()->glVertexAttribPointer(__VA_ARGS__)
#define glViewport(...) QOpenGLContext::currentContext()->functions()->glViewport(__VA_ARGS__)

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@@ -1,20 +0,0 @@
find_package(Qt4 REQUIRED)
set(MBGL_QT_CORE_LIBRARIES
PUBLIC Qt4::QtCore
PUBLIC Qt4::QtGui
PUBLIC Qt4::QtOpenGL
)
set(MBGL_QT_FILESOURCE_LIBRARIES
PUBLIC Qt4::QtNetwork
PUBLIC Qt4::QtSql
)
target_compile_options(qmapboxgl
PRIVATE -Wno-inconsistent-missing-override
)
target_link_libraries(mbgl-qt
PRIVATE Qt4::QtOpenGL
)