Use ifdef WIN32 for test purpose

This commit is contained in:
Vincent Lejeune
2014-09-16 01:14:33 +02:00
parent 4c6df4821d
commit 546cbabf3e

View File

@@ -361,13 +361,16 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
if (irr_driver->hasARBComputeShaders())
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
{
#ifdef WIN32
if (!irr_driver->hasARBComputeShaders())
#endif
{
in_fbo.Bind();
FullScreenShader::Gaussian17TapVShader::getInstance()->SetTextureUnits(createVector<GLuint>(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]));
DrawFullScreenEffect<FullScreenShader::Gaussian17TapVShader>(core::vector2df(inv_width, inv_height));
}
#ifdef WIN32
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
@@ -380,6 +383,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
FullScreenShader::ComputeGaussian17TapVShader::getInstance()->setUniforms();
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
#endif
}
if (irr_driver->hasARBComputeShaders())
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);