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https://github.com/ZDoom/gzdoom-gles.git
synced 2025-04-19 06:02:06 +00:00
Clean up, removed some unused gles state
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7e9659d8f8
commit
de244b86c2
4 changed files with 4 additions and 12 deletions
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@ -133,9 +133,6 @@ void OpenGLFrameBuffer::InitializeState()
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// Move some state to the framebuffer object for easier access.
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hwcaps = gles.flags;
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glslversion = gles.glslversion;
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uniformblockalignment = gles.uniformblockalignment;
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maxuniformblock = gles.maxuniformblock;
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vendorstring = gles.vendorstring;
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Printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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@ -143,6 +140,7 @@ void OpenGLFrameBuffer::InitializeState()
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Printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
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Printf("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Printf(PRINT_LOG, "GL_EXTENSIONS:");
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Printf("%s\n", glGetString(GL_EXTENSIONS));
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glDepthFunc(GL_LESS);
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@ -721,7 +721,7 @@ bool FShader::Bind(ShaderFlavourData& flavour)
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variantConfig.AppendFormat("#define DEF_USE_COLOR_MAP %d\n", flavour.useColorMap);
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Printf("Shader: %s, %08x %s", mFragProg2.GetChars(), tag, variantConfig.GetChars());
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// Printf("Shader: %s, %08x %s", mFragProg2.GetChars(), tag, variantConfig.GetChars());
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Load(mName.GetChars(), mVertProg, mFragProg, mFragProg2, mLightProg, mDefinesBase + variantConfig);
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@ -103,13 +103,10 @@ namespace OpenGLESRenderer
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gles.flags = 0;
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gles.useMappedBuffers = true;
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gles.depthStencilAvailable = true;
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gles.glslversion = 1.0;
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gles.maxuniforms = 1024 * 16;
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gles.maxuniformblock = 1024 * 16;
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gles.uniformblockalignment = 256;
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gles.max_texturesize = 1024 * 4;
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gles.modelstring = (char*)"MODEL";
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gles.vendorstring = (char*)"EMILES";
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gles.modelstring = (char*)glGetString(GL_RENDERER);
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gles.vendorstring = (char*)glGetString(GL_VENDOR);
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gles.maxlights = 32; // TODO, calcualte this
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gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
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}
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@ -62,13 +62,10 @@ namespace OpenGLESRenderer
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{
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unsigned int flags;
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unsigned int maxuniforms;
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unsigned int maxuniformblock;
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unsigned int uniformblockalignment;
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unsigned int maxlights;
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unsigned int numlightvectors;
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bool useMappedBuffers;
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bool depthStencilAvailable;
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float glslversion;
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int max_texturesize;
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char* vendorstring;
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char* modelstring;
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