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- removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used.
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3 changed files with 4 additions and 18 deletions
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@ -49,19 +49,6 @@
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#include "gl/data/gl_vertexbuffer.h"
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CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < -1 || self > 1 || !(gl.flags & RFL_BUFFER_STORAGE))
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{
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if (self != 0) self = 0;
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}
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else if (self == -1)
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{
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if (!(gl.flags & RFL_BUFFER_STORAGE)) self = 0;
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else self = 1;
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}
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}
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//==========================================================================
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//
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// Create / destroy the VBO
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@ -71,7 +58,6 @@ CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCA
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FVertexBuffer::FVertexBuffer()
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{
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vbo_id = 0;
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if (gl_usevbo == -1) gl_usevbo.Callback();
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glGenBuffers(1, &vbo_id);
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}
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@ -293,7 +293,7 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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}
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else
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{
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if (gl_usevbo && vboindex >= 0)
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if (vboindex >= 0)
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{
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int index = vboindex;
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for (int i=0; i<sector->subsectorcount; i++)
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@ -303,9 +303,9 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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//drawcalls.Clock();
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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//drawcalls.Unclock();
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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@ -385,8 +385,8 @@ void FShaderManager::CompileShaders()
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// If shader compilation failed we can still run the fixed function mode so do that instead of aborting.
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Printf("%s\n", err.GetMessage());
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Printf(PRINT_HIGH, "Failed to compile shaders. Reverting to fixed function mode\n");
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gl_usevbo = false;
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gl.glslversion = 0.0;
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gl.flags &= ~RFL_BUFFER_STORAGE;
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}
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}
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