- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
- cleaned up gl_interface and removed gl.compatibility.
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parent
f066457a48
commit
3b1500438d
11 changed files with 82 additions and 56 deletions
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@ -158,25 +158,24 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if (Args->CheckParm("-noshader"))
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if (Args->CheckParm("-noshader") || gl.glslversion < 1.2f)
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{
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gl.version = 2.1f;
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gl.compatibility = CMPT_GL2; // force the low end path
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gl.version = 2.11f;
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gl.glslversion = 0;
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}
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else if (gl.version < 3.0f)
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{
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if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.compatibility = CMPT_GL2_SHADER; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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else gl.compatibility = CMPT_GL2;
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if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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else gl.glslversion = 0;
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}
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else if (gl.version < 4.f)
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{
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.version = 2.1f;
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gl.compatibility = CMPT_GL2_SHADER; // most of these drivers are irreperably broken with GLSL 1.3 and higher.
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gl.version = 2.11f;
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gl.glslversion = 1.21f;
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gl.lightmethod = LM_SOFTWARE; // do not use uniform buffers with the fallback shader, it may cause problems.
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}
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else gl.compatibility = CMPT_GL3;
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}
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else
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{
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@ -194,13 +193,11 @@ void gl_LoadExtensions()
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.compatibility = CMPT_GL4;
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gl.lightmethod = LM_DIRECT;
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}
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else
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{
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gl.version = 3.3f;
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gl.compatibility = CMPT_GL3;
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}
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}
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