Remove software and opengl flow implementations

This simplifies the code base A LOT.
This commit is contained in:
luisangelsm
2026-01-23 19:27:15 +01:00
parent 8c04235987
commit 283475bee2
46 changed files with 611 additions and 5903 deletions

View File

@ -169,7 +169,6 @@ void YACReaderFlow3D::initialize(QRhiCommandBuffer *cb)
// Two triangles forming a quad (triangle list):
// Tri 1: bottom-left, bottom-right, top-right
// Tri 2: bottom-left, top-right, top-left
// Texture coords flipped vertically to match OpenGL convention
float vertices[] = {
// Position (x, y, z), TexCoord (u, v)
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-left
@ -189,7 +188,7 @@ void YACReaderFlow3D::initialize(QRhiCommandBuffer *cb)
scene.alignedUniformSize = m_rhi->ubufAligned(sizeof(UniformData));
}
// Create sampler with trilinear filtering (like the OpenGL version)
// Create sampler with trilinear filtering
if (!scene.sampler) {
scene.sampler.reset(m_rhi->newSampler(
QRhiSampler::Linear, // mag filter
@ -481,7 +480,6 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
};
// Collect all draws we need to make
// Important: OpenGL draws reflections FIRST, then covers+marks (for correct depth sorting)
QVector<DrawInfo> draws;
// Start timing for this render call (measures CPU time spent in this function)
@ -532,8 +530,8 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
continue;
// Add mark draw immediately after its cover
if (showMarks && loaded[idx] && marks[idx] != Unread) {
QRhiTexture *markTex = (marks[idx] == Read) ? scene.markTexture.get() : scene.readingTexture.get();
if (showMarks && loaded[idx] && marks[idx] != YACReader::Unread) {
QRhiTexture *markTex = (marks[idx] == YACReader::Read) ? scene.markTexture.get() : scene.readingTexture.get();
if (markTex) {
if (!isVisibleInNDC(images[idx], false, true))
continue;
@ -1001,7 +999,7 @@ void YACReaderFlow3D::add(int item)
images.insert(item, YACReader3DImageRHI());
loaded.insert(item, false);
marks.insert(item, Unread);
marks.insert(item, YACReader::Unread);
numObjects++;
for (int i = item + 1; i < numObjects; i++) {