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arfx | igl | remove unused includes
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Reviewed By: nlutsenko, rudybear

Differential Revision: D69408208

fbshipit-source-id: 2922a2dd0845f6dd9e9ca34d783c02f5b644496b
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Oleg Bogdanov authored and facebook-github-bot committed Feb 10, 2025
1 parent 6f7bf52 commit 119b408
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Showing 51 changed files with 0 additions and 94 deletions.
1 change: 0 additions & 1 deletion samples/desktop/Tiny/Tiny_Mesh.cpp
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#endif
#include <GLFW/glfw3native.h>
#include <glm/ext.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
#include <igl/FPSCounter.h>
#include <igl/IGL.h>
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1 change: 0 additions & 1 deletion shell/renderSessions/GPUStressSession.cpp
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#include <igl/NameHandle.h>
#include <igl/ShaderCreator.h>
#include <igl/opengl/GLIncludes.h>
#include <math.h>
#include <memory>
#include <random>
#include <shell/shared/platform/DisplayContext.h>
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1 change: 0 additions & 1 deletion shell/renderSessions/HelloOpenXRSession.cpp
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#include <igl/NameHandle.h>
#include <igl/ShaderCreator.h>
#include <igl/opengl/Device.h>
#include <igl/opengl/GLIncludes.h>
#include <igl/opengl/RenderCommandEncoder.h>
#include <shell/renderSessions/HelloOpenXRSession.h>
#include <shell/shared/renderSession/ShellParams.h>
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1 change: 0 additions & 1 deletion shell/renderSessions/MRTSession.cpp
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#include <igl/ShaderCreator.h>
#include <igl/VertexInputState.h>
#include <igl/opengl/Device.h>
#include <igl/opengl/GLIncludes.h>
#include <shell/renderSessions/MRTSession.h>
#include <shell/shared/renderSession/ShellParams.h>

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1 change: 0 additions & 1 deletion src/igl/Device.cpp
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*/

#include <igl/Device.h>
#include <igl/Shader.h>

#include <algorithm>
#include <utility>
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1 change: 0 additions & 1 deletion src/igl/SamplerState.cpp
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#include <igl/SamplerState.h>

#include <igl/Assert.h>
#include <igl/Common.h>

namespace igl {
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1 change: 0 additions & 1 deletion src/igl/opengl/Device.cpp
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#include <igl/opengl/IContext.h>
#include <igl/opengl/RenderPipelineState.h>
#include <igl/opengl/SamplerState.h>
#include <igl/opengl/Shader.h>
#include <igl/opengl/TextureBuffer.h>
#include <igl/opengl/TextureTarget.h>
#include <igl/opengl/UniformBuffer.h>
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1 change: 0 additions & 1 deletion src/igl/opengl/Framebuffer.cpp
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#include <cstdlib>
#include <igl/RenderPass.h>
#include <igl/opengl/CommandBuffer.h>
#include <igl/opengl/Device.h>
#include <igl/opengl/DummyTexture.h>
#include <igl/opengl/Errors.h>
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2 changes: 0 additions & 2 deletions src/igl/opengl/IContext.cpp
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#include <igl/opengl/IContext.h>

#include <cstring>
#include <igl/Assert.h>
#include <igl/opengl/Errors.h>
#include <igl/opengl/GLFunc.h>
#include <igl/opengl/GLIncludes.h>
#include <igl/opengl/Macros.h>
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3 changes: 0 additions & 3 deletions src/igl/opengl/VertexArrayObject.cpp
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#include <igl/opengl/VertexArrayObject.h>

#include <cstdlib>
#include <igl/opengl/Device.h>
#include <igl/opengl/Errors.h>
#include <string>
#include <vector>

namespace igl::opengl {

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3 changes: 0 additions & 3 deletions src/igl/opengl/egl/Context.cpp
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#include <igl/opengl/egl/Context.h>

#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <igl/opengl/ComputeCommandAdapter.h>
#include <igl/opengl/HWDevice.h>
#include <igl/opengl/RenderCommandAdapter.h>

#include <cassert>
#include <igl/Macros.h>
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1 change: 0 additions & 1 deletion src/igl/tests/Backend.cpp
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#include "util/TestDevice.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <igl/Shader.h>
#include <memory>
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1 change: 0 additions & 1 deletion src/igl/tests/Blending.cpp
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#include "util/TestDevice.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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4 changes: 0 additions & 4 deletions src/igl/tests/ComputeCommandEncoder.cpp
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#include <vector>

#include "data/ShaderData.h"
#include "data/TextureData.h"
#include "data/VertexIndexData.h"
#include "igl/Buffer.h"
#include "igl/DepthStencilState.h"
#include "igl/RenderPipelineState.h"
#include "util/Common.h"

namespace igl::tests {
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1 change: 0 additions & 1 deletion src/igl/tests/Device.cpp
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*/

#include "data/ShaderData.h"
#include "data/TextureData.h"
#include "data/VertexIndexData.h"
#include "util/Common.h"
#include "util/TestDevice.h"
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2 changes: 0 additions & 2 deletions src/igl/tests/DeviceFeatureSet.cpp
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* LICENSE file in the root directory of this source tree.
*/

#include "data/TextureData.h"
#include "util/Common.h"
#include "util/TestDevice.h"
#if IGL_BACKEND_OPENGL
#include <igl/opengl/GLIncludes.h>
#include <igl/opengl/IContext.h>
#include <igl/opengl/PlatformDevice.h>
#endif // IGL_BACKEND_OPENGL
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1 change: 0 additions & 1 deletion src/igl/tests/Framebuffer.cpp
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#include "util/TestDevice.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#if IGL_BACKEND_OPENGL
#include <igl/opengl/IContext.h>
#include <igl/opengl/PlatformDevice.h>
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1 change: 0 additions & 1 deletion src/igl/tests/Multiview.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <glm/glm.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <string>

namespace igl::tests {
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2 changes: 0 additions & 2 deletions src/igl/tests/RenderCommandEncoder.cpp
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#include "data/ShaderData.h"
#include "data/TextureData.h"
#include "data/VertexIndexData.h"
#include "util/Common.h"

#include <igl/Buffer.h>
#include <igl/DepthStencilState.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <igl/RenderPipelineState.h>

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1 change: 0 additions & 1 deletion src/igl/tests/ShaderLibrary.cpp
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#include "util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>

namespace igl::tests {

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1 change: 0 additions & 1 deletion src/igl/tests/ShaderModule.cpp
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#include "util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>

namespace igl::tests {

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3 changes: 0 additions & 3 deletions src/igl/tests/TextureArray.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <array>
#include <cstring>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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3 changes: 0 additions & 3 deletions src/igl/tests/TextureArrayFloat.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <array>
#include <cstring>
#include <glm/glm.hpp>
#include <glm/gtc/color_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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2 changes: 0 additions & 2 deletions src/igl/tests/TextureCube.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <array>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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2 changes: 0 additions & 2 deletions src/igl/tests/TextureFloat.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <array>
#include <cstring>
#include <glm/glm.hpp>
#include <glm/gtc/color_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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2 changes: 0 additions & 2 deletions src/igl/tests/TextureFormatProperties.cpp
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#include "util/TestDevice.h"

#include <cstddef>
#include <cstring>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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3 changes: 0 additions & 3 deletions src/igl/tests/TextureHalfFloat.cpp
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#include <IGLU/managedUniformBuffer/ManagedUniformBuffer.h>
#include <array>
#include <cstring>
#include <glm/glm.hpp>
#include <glm/gtc/color_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/packing.hpp>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/Macros.h>
#include <igl/NameHandle.h>
#include <string>
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3 changes: 0 additions & 3 deletions src/igl/tests/TextureRangeDesc.cpp
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#include "util/TestDevice.h"

#include <cstddef>
#include <cstring>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

namespace igl::tests {
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1 change: 0 additions & 1 deletion src/igl/tests/TexturesRGB.cpp
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#include "util/TestDevice.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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1 change: 0 additions & 1 deletion src/igl/tests/iglu/StatePool.cpp
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#include <IGLU/state_pool/RenderPipelineStatePool.h>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <string>

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1 change: 0 additions & 1 deletion src/igl/tests/iglu/TextureAccessor.cpp
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#include <IGLU/texture_accessor/TextureAccessorFactory.h>
#include <gtest/gtest.h>
#include <igl/Common.h>
#include <igl/IGL.h>
#include <string>

#define OFFSCREEN_TEX_HEIGHT 2
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1 change: 0 additions & 1 deletion src/igl/tests/iglu/UniformCollection.cpp
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#include <IGLU/uniform/Collection.h>
#include <IGLU/uniform/Descriptor.h>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <string>

namespace iglu::tests {
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1 change: 0 additions & 1 deletion src/igl/tests/iglu/UniformDescriptor.cpp
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#include <IGLU/uniform/Collection.h>
#include <IGLU/uniform/Descriptor.h>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <string>

namespace iglu::tests {
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2 changes: 0 additions & 2 deletions src/igl/tests/iglu/texture_loader/StbHdrTextureLoaderTest.cpp
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#include <IGLU/texture_loader/stb_hdr/Header.h>
#include <IGLU/texture_loader/stb_hdr/TextureLoaderFactory.h>
#include <cstring>
#include <igl/vulkan/util/TextureFormat.h>
#include <vector>

namespace igl::tests::stb::hdr {

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#include <IGLU/texture_loader/stb_jpeg/Header.h>
#include <IGLU/texture_loader/stb_jpeg/TextureLoaderFactory.h>
#include <cstring>
#include <igl/vulkan/util/TextureFormat.h>
#include <numeric>
#include <vector>

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#include <IGLU/texture_loader/stb_png/Header.h>
#include <IGLU/texture_loader/stb_png/TextureLoaderFactory.h>
#include <cstring>
#include <igl/vulkan/util/TextureFormat.h>
#include <numeric>
#include <vector>

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1 change: 0 additions & 1 deletion src/igl/tests/ogl/DepthStencilState.cpp
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#include "../util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/opengl/DepthStencilState.h>
#include <string>

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1 change: 0 additions & 1 deletion src/igl/tests/ogl/HWDevice.cpp
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#include "../util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/tests/util/device/opengl/TestDevice.h>

#if IGL_PLATFORM_IOS
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2 changes: 0 additions & 2 deletions src/igl/tests/ogl/PipelineState.cpp
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*/

#include "../data/ShaderData.h"
#include "../data/VertexIndexData.h"
#include "../util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/opengl/RenderPipelineState.h>
#include <utility>

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1 change: 0 additions & 1 deletion src/igl/tests/ogl/PlatformDevice.cpp
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#include "../util/TestDevice.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/opengl/PlatformDevice.h>
#if IGL_PLATFORM_IOS
#include <igl/opengl/ios/PlatformDevice.h>
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1 change: 0 additions & 1 deletion src/igl/tests/ogl/RenderPipelineReflection.cpp
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#include "../util/Common.h"

#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/opengl/Device.h>
#include <igl/opengl/RenderPipelineReflection.h>

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1 change: 0 additions & 1 deletion src/igl/tests/ogl/TextureTarget.cpp
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#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/opengl/CommandQueue.h>
#include <igl/opengl/Device.h>
#include <igl/opengl/TextureTarget.h>
#include <string>
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1 change: 0 additions & 1 deletion src/igl/tests/ogl/UniformBuffer.cpp
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#include <array>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <igl/NameHandle.h>
#include <igl/opengl/PlatformDevice.h>
#include <string>
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1 change: 0 additions & 1 deletion src/igl/tests/util/TestErrorGuard.cpp
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#include <cstdarg>
#include <cstdio>
#include <gtest/gtest.h>
#include <igl/IGL.h>
#include <string>

igl::tests::util::TestErrorGuard::TestErrorGuard() {
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