Cleanup: remove unused GPU_texture_from_preview function
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@@ -188,7 +188,6 @@ GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat data_type, const uint bu
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GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode);
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GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, int textarget);
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GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
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/* movie clip drawing */
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GPUTexture *GPU_texture_from_movieclip(struct MovieClip *clip,
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@@ -1072,56 +1072,6 @@ GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode)
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return tex;
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}
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GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
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{
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GPUTexture *tex = prv->gputexture[0];
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GLuint bindcode = 0;
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if (tex) {
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bindcode = tex->bindcode;
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}
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/* this binds a texture, so that's why we restore it to 0 */
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if (bindcode == 0) {
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GPU_create_gl_tex(
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&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, false, NULL);
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}
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if (tex) {
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tex->bindcode = bindcode;
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glBindTexture(GL_TEXTURE_2D, 0);
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return tex;
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}
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tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
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tex->bindcode = bindcode;
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tex->number = -1;
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tex->refcount = 1;
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tex->target = GL_TEXTURE_2D;
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tex->target_base = GL_TEXTURE_2D;
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tex->format = -1;
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tex->components = -1;
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prv->gputexture[0] = tex;
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if (!glIsTexture(tex->bindcode)) {
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GPU_print_error_debug("Blender Texture Not Loaded");
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}
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else {
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GLint w, h;
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glBindTexture(GL_TEXTURE_2D, tex->bindcode);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
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tex->w = w;
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tex->h = h;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return tex;
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}
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GPUTexture *GPU_texture_create_1d(int w,
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eGPUTextureFormat tex_format,
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const float *pixels,
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