Remove all unused / unstable opengl-related code

This commit is contained in:
Benau
2018-01-12 13:04:40 +08:00
parent 9ccb34c2a1
commit 6071d2f983
17 changed files with 18 additions and 526 deletions
-72
View File
@@ -930,70 +930,6 @@ void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
}
} // renderGaussian3Blur
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
const FrameBuffer &scalar_fbo,
unsigned int layer, float sigma_h,
float sigma_v) const
{
/*
#if !defined(USE_GLES2)
GLuint layer_tex;
glGenTextures(1, &layer_tex);
glTextureView(layer_tex, GL_TEXTURE_2D, in_fbo.getRTT()[0],
GL_R32F, 0, 1, layer, 1);
if (!CVS->supportsComputeShadersFiltering())
{
// Used as temp
scalar_fbo.bind();
Gaussian6VBlurShader::getInstance()
->render(layer_tex, UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_v);
in_fbo.bindLayer(layer);
Gaussian6HBlurShader::getInstance()
->render(scalar_fbo,
UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_h);
}
else
{
const std::vector<float> &weightsV = getGaussianWeight(sigma_v, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
ComputeShadowBlurVShader::getInstance()->use();
ComputeShadowBlurVShader::getInstance()->setTextureUnits(layer_tex);
glBindSampler(ComputeShadowBlurVShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeShadowBlurVShader::getInstance()->m_dest_tu,
scalar_fbo.getRTT()[0], 0,
false, 0, GL_WRITE_ONLY, GL_R32F);
ComputeShadowBlurVShader::getInstance()->setUniforms
(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
1.f / UserConfigParams::m_shadows_resolution),
weightsV);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1,
(int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigma_h, 7);
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
ComputeShadowBlurHShader::getInstance()->use();
ComputeShadowBlurHShader::getInstance()
->setTextureUnits(scalar_fbo.getRTT()[0]);
glBindSampler(ComputeShadowBlurHShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeShadowBlurHShader::getInstance()->m_dest_tu,
layer_tex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
ComputeShadowBlurHShader::getInstance()->setUniforms
(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
1.f / UserConfigParams::m_shadows_resolution),
weightsH);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1,
(int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
glDeleteTextures(1, &layer_tex);
#endif*/
} // renderGaussian6BlurLayer
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary, float sigma_v,
@@ -1491,10 +1427,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
PROFILER_POP_CPU_MARKER();
}
#if !defined(USE_GLES2)
if (CVS->isARBSRGBFramebufferUsable())
glEnable(GL_FRAMEBUFFER_SRGB);
#endif
out_fbo = &rtts->getFBO(FBO_MLAA_COLORS);
out_fbo->bind();
renderPassThrough(in_fbo->getRTT()[0],
@@ -1510,10 +1442,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
*out_fbo);
PROFILER_POP_CPU_MARKER();
}
#if !defined(USE_GLES2)
if (CVS->isARBSRGBFramebufferUsable())
glDisable(GL_FRAMEBUFFER_SRGB);
#endif
return out_fbo;
} // render