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authorBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-17 13:07:27 +0300
committerBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-18 23:46:50 +0300
commitc20c1d6a6b3eb301db88ca3e74993f445cc4d839 (patch)
tree7011952bc5cc49d62b2be4b96ba3c3c7bbd3e54d /src/mbgl/geometry
parent41497e9c4174d310f3a62548f3cfeb9da2852849 (diff)
downloadqtlocation-mapboxgl-c20c1d6a6b3eb301db88ca3e74993f445cc4d839.tar.gz
[core] Avoid redundant 'inline' usage
Diffstat (limited to 'src/mbgl/geometry')
-rw-r--r--src/mbgl/geometry/buffer.hpp8
-rw-r--r--src/mbgl/geometry/vao.hpp4
2 files changed, 6 insertions, 6 deletions
diff --git a/src/mbgl/geometry/buffer.hpp b/src/mbgl/geometry/buffer.hpp
index 6465b6f8e3..d372a040bf 100644
--- a/src/mbgl/geometry/buffer.hpp
+++ b/src/mbgl/geometry/buffer.hpp
@@ -27,11 +27,11 @@ public:
// Returns the number of elements in this buffer. This is not the number of
// bytes, but rather the number of coordinates with associated information.
- inline GLsizei index() const {
+ GLsizei index() const {
return static_cast<GLsizei>(pos / itemSize);
}
- inline bool empty() const {
+ bool empty() const {
return pos == 0;
}
@@ -65,7 +65,7 @@ public:
}
// Uploads the buffer to the GPU to be available when we need it.
- inline void upload(gl::ObjectStore& store) {
+ void upload(gl::ObjectStore& store) {
if (!buffer) {
bind(store);
}
@@ -73,7 +73,7 @@ public:
protected:
// increase the buffer size by at least /required/ bytes.
- inline void *addElement() {
+ void *addElement() {
if (buffer) {
throw std::runtime_error("Can't add elements after buffer was bound to GPU");
}
diff --git a/src/mbgl/geometry/vao.hpp b/src/mbgl/geometry/vao.hpp
index 93489fcc7b..6821be182a 100644
--- a/src/mbgl/geometry/vao.hpp
+++ b/src/mbgl/geometry/vao.hpp
@@ -20,7 +20,7 @@ public:
~VertexArrayObject();
template <typename Shader, typename VertexBuffer>
- inline void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset, gl::ObjectStore& store) {
+ void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset, gl::ObjectStore& store) {
bindVertexArrayObject(store);
if (bound_shader == 0) {
vertexBuffer.bind(store);
@@ -34,7 +34,7 @@ public:
}
template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
- inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset, gl::ObjectStore& store) {
+ void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset, gl::ObjectStore& store) {
bindVertexArrayObject(store);
if (bound_shader == 0) {
vertexBuffer.bind(store);