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authorLuboš Luňák <l.lunak@collabora.com>2019-10-15 16:17:26 +0200
committerLuboš Luňák <l.lunak@collabora.com>2019-11-27 09:55:08 +0100
commitb6cbf5dbd067c63f94872e31f2332e95edc201dd (patch)
treec169fd52f259038dca208c2bcc6904f38163fb1b /vcl/opengl/gdiimpl.cxx
parent8fa83a3265e25b164cb11d598f1fbb49a7b8fbf1 (diff)
refactor Windows OpenGLGlyphCache stuff to be reusable for Skia
Basically just remove 'OpenGL' from names of most of the classes, turn them into base classes that have OpenGL subclasses that actually implement the functionality. Change-Id: Idf1f347cebc2a417bda37d6955201c775ecb0890
Diffstat (limited to 'vcl/opengl/gdiimpl.cxx')
-rw-r--r--vcl/opengl/gdiimpl.cxx6
1 files changed, 0 insertions, 6 deletions
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 30d2299978ea..0f0e40dd7eaa 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -1324,12 +1324,6 @@ void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, Color nMaskColor, co
mpProgram->Clean();
}
-void OpenGLSalGraphicsImpl::DeferredTextDraw(OpenGLTexture const & rTexture, Color aMaskColor, const SalTwoRect& rPosAry)
-{
- mpRenderList->addDrawTextureWithMaskColor(rTexture, aMaskColor, rPosAry);
- PostBatchDraw();
-}
-
void OpenGLSalGraphicsImpl::FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters)
{
if (!UseProgram("combinedVertexShader", "combinedFragmentShader", "#define USE_VERTEX_COLORS"))