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https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-23 03:41:03 +00:00
Removed some unused code from GLES2
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parent
b57085c49e
commit
53e9be1e10
4 changed files with 6 additions and 78 deletions
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@ -288,51 +288,7 @@ void FPresentShader::Bind()
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mShader->Bind();
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}
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/////////////////////////////////////////////////////////////////////////////
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void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/pp/present_checker3d.fp", "shaders_gles/pp/presentChecker3d");
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}
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mShader->Bind();
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}
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void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/pp/present_column3d.fp", "shaders_gles/pp/presentColumn3d");
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}
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mShader->Bind();
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}
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void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/pp/present_row3d.fp", "shaders_gles/pp/presentRow3d");
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}
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mShader->Bind();
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}
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/////////////////////////////////////////////////////////////////////////////
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void FShadowMapShader::Bind()
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{
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if (!mShader)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders_gles/pp/screenquad.vp", "", 430);
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mShader->Compile(FShaderProgram::Fragment, "shaders_gles/pp/shadowmap.fp", prolog, 430);
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mShader->Link("shaders/glsl/shadowmap");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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mShader->Bind();
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}
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}
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@ -71,33 +71,5 @@ public:
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};
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class FPresent3DCheckerShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DColumnShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DRowShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FShadowMapShader
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{
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public:
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void Bind();
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ShaderUniforms<ShadowMapUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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};
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}
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@ -164,8 +164,6 @@ private:
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ShaderUniforms &operator=(const ShaderUniforms &) = delete;
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IDataBuffer *mBuffer = nullptr;
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};
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@ -46,17 +46,16 @@ uTextureMode
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uPalLightLevels
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0xFF =
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31 0r 0 or 1
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32 0r 0 or 1
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0xF0 =
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0xFF00 =
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gl_fogmode :
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(USES 2)
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_STANDARD"
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2, "$OPTVAL_RADIAL"
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0xF00 =
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0xFF0000
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gl_lightmode:
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(USES 16, 5)
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0, "$OPTVAL_STANDARD"
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@ -69,6 +68,9 @@ gl_lightmode:
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16, "$OPTVAL_VANILLA"
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uTextureAddColor.a -> blendflags
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0x7 =
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(USES all)
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