[Bf-blender-cvs] [5d77216ef7a] blender2.8: Cleanup: remove unused icon code after OpenGL upgrade.

Brecht Van Lommel noreply at git.blender.org
Mon Jul 2 17:41:20 CEST 2018


Commit: 5d77216ef7a38c69a4364602e8cd83f7fc22e94a
Author: Brecht Van Lommel
Date:   Mon Jul 2 17:12:30 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB5d77216ef7a38c69a4364602e8cd83f7fc22e94a

Cleanup: remove unused icon code after OpenGL upgrade.

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

M	source/blender/editors/interface/interface_icons.c

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

diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 083f94a41b2..0c1d3fc3174 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -459,7 +459,7 @@ static void init_internal_icons(void)
 {
 //	bTheme *btheme = UI_GetTheme();
 	ImBuf *b16buf = NULL, *b32buf = NULL;
-	int x, y, icontype;
+	int x, y;
 
 #if 0 // temp disabled
 	if ((btheme != NULL) && btheme->tui.iconfile[0]) {
@@ -493,55 +493,43 @@ static void init_internal_icons(void)
 		IMB_premultiply_alpha(b32buf);
 
 	if (b16buf && b32buf) {
-		/* free existing texture if any */
+		/* Free existing texture if any. */
 		if (icongltex.id) {
 			glDeleteTextures(1, &icongltex.id);
 			icongltex.id = 0;
 		}
 
-#if 0 /* should be a compile-time check (if needed at all) */
-		/* we only use a texture for cards with non-power of two */
-		if (GPU_full_non_power_of_two_support()) {
-#else
-		{
-#endif
-			glGenTextures(1, &icongltex.id);
+		/* Allocate OpenGL texture. */
+		glGenTextures(1, &icongltex.id);
 
-			if (icongltex.id) {
-				int level = 2;
+		if (icongltex.id) {
+			int level = 2;
 
-				icongltex.w = b32buf->x;
-				icongltex.h = b32buf->y;
-				icongltex.invw = 1.0f / b32buf->x;
-				icongltex.invh = 1.0f / b32buf->y;
+			icongltex.w = b32buf->x;
+			icongltex.h = b32buf->y;
+			icongltex.invw = 1.0f / b32buf->x;
+			icongltex.invh = 1.0f / b32buf->y;
 
-				glBindTexture(GL_TEXTURE_2D, icongltex.id);
+			glBindTexture(GL_TEXTURE_2D, icongltex.id);
 
-				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, b32buf->x, b32buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b32buf->rect);
-				glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, b16buf->x, b16buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b16buf->rect);
+			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, b32buf->x, b32buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b32buf->rect);
+			glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, b16buf->x, b16buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b16buf->rect);
 
-				while (b16buf->x > 1) {
-					ImBuf *nbuf = IMB_onehalf(b16buf);
-					glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, nbuf->x, nbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nbuf->rect);
-					level++;
-					IMB_freeImBuf(b16buf);
-					b16buf = nbuf;
-				}
+			while (b16buf->x > 1) {
+				ImBuf *nbuf = IMB_onehalf(b16buf);
+				glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, nbuf->x, nbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nbuf->rect);
+				level++;
+				IMB_freeImBuf(b16buf);
+				b16buf = nbuf;
+			}
 
-				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
-				glBindTexture(GL_TEXTURE_2D, 0);
-			}
+			glBindTexture(GL_TEXTURE_2D, 0);
 		}
-	}
-
-	if (icongltex.id)
-		icontype = ICON_TYPE_TEXTURE;
-	else
-		icontype = ICON_TYPE_BUFFER;
 
-	if (b32buf) {
+		/* Define icons. */
 		for (y = 0; y < ICON_GRID_ROWS; y++) {
 			for (x = 0; x < ICON_GRID_COLS; x++) {
 				def_internal_icon(b32buf, BIFICONID_FIRST + y * ICON_GRID_COLS + x,



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