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authorEric Anholt <[email protected]>2010-09-09 19:37:15 -0700
committerEric Anholt <[email protected]>2010-09-23 13:25:45 -0700
commita62efdf82c20747feb11dfd7756f0579aa914b57 (patch)
treebec6c2cfa1e9bb626fb90ecadb2b288dc5daa2a1 /src/mesa/main/attrib.c
parent73578ba9c4938db3a23198c3a2ddf843cfc4f700 (diff)
mesa: Remove EXT_convolution.
More optional code.
Diffstat (limited to 'src/mesa/main/attrib.c')
-rw-r--r--src/mesa/main/attrib.c12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
index 73c2375f9d3..0299525f46b 100644
--- a/src/mesa/main/attrib.c
+++ b/src/mesa/main/attrib.c
@@ -69,9 +69,6 @@ struct gl_enable_attrib
GLboolean Blend;
GLbitfield ClipPlanes;
GLboolean ColorMaterial;
- GLboolean Convolution1D;
- GLboolean Convolution2D;
- GLboolean Separable2D;
GLboolean CullFace;
GLboolean DepthClamp;
GLboolean DepthTest;
@@ -259,9 +256,6 @@ _mesa_PushAttrib(GLbitfield mask)
attr->Blend = ctx->Color.BlendEnabled;
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
- attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
- attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
- attr->Separable2D = ctx->Pixel.Separable2DEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
attr->DepthClamp = ctx->Transform.DepthClamp;
attr->DepthTest = ctx->Depth.Test;
@@ -516,12 +510,6 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable)
GL_DEPTH_CLAMP);
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
- TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
- GL_CONVOLUTION_1D);
- TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
- GL_CONVOLUTION_2D);
- TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
- GL_SEPARABLE_2D);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);