D3D12: Remove unused srv getters

No need to expose the shader resource view.

Change-Id: I2c65ba8bb356ca831aeb4b5c60979139aba944fe
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
Laszlo Agocs 2016-05-26 13:03:18 +02:00
parent ea22206baf
commit 519032e9e0
5 changed files with 0 additions and 23 deletions

View File

@ -495,11 +495,6 @@ void QSGD3D12Engine::releaseTexture(uint id)
d->releaseTexture(id);
}
SIZE_T QSGD3D12Engine::textureSRV(uint id) const
{
return d->textureSRV(id);
}
void QSGD3D12Engine::useTexture(uint id)
{
d->useTexture(id);
@ -2577,14 +2572,6 @@ void QSGD3D12EnginePrivate::releaseTexture(uint id)
pendingReleasesSet->insert(PersistentFrameData::PendingRelease(PersistentFrameData::PendingRelease::TypeTexture, id));
}
SIZE_T QSGD3D12EnginePrivate::textureSRV(uint id) const
{
Q_ASSERT(id);
const int idx = id - 1;
Q_ASSERT(idx < textures.count() && textures[idx].entryInUse());
return textures[idx].srv.ptr;
}
void QSGD3D12EnginePrivate::useTexture(uint id)
{
if (!inFrame) {

View File

@ -360,7 +360,6 @@ public:
void queueTextureUpload(uint id, const QImage &image, const QPoint &dstPos = QPoint());
void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos);
void releaseTexture(uint id);
SIZE_T textureSRV(uint id) const;
void useTexture(uint id);
uint genRenderTarget();

View File

@ -171,7 +171,6 @@ public:
void queueTextureResize(uint id, const QSize &size);
void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos);
void releaseTexture(uint id);
SIZE_T textureSRV(uint id) const;
void useTexture(uint id);
uint genRenderTarget();

View File

@ -136,10 +136,4 @@ void QSGD3D12Texture::bind()
m_engine->useTexture(m_id);
}
SIZE_T QSGD3D12Texture::srv() const
{
Q_ASSERT(m_id);
return m_engine->textureSRV(m_id);
}
QT_END_NAMESPACE

View File

@ -73,8 +73,6 @@ public:
QRectF normalizedTextureSubRect() const override;
void bind() override;
SIZE_T srv() const;
protected:
QSGD3D12Engine *m_engine;
QImage m_image;