Remove all unused / unstable opengl-related code
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@@ -930,70 +930,6 @@ void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
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}
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} // renderGaussian3Blur
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// ----------------------------------------------------------------------------
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void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
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const FrameBuffer &scalar_fbo,
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unsigned int layer, float sigma_h,
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float sigma_v) const
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{
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/*
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#if !defined(USE_GLES2)
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GLuint layer_tex;
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glGenTextures(1, &layer_tex);
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glTextureView(layer_tex, GL_TEXTURE_2D, in_fbo.getRTT()[0],
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GL_R32F, 0, 1, layer, 1);
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if (!CVS->supportsComputeShadersFiltering())
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{
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// Used as temp
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scalar_fbo.bind();
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Gaussian6VBlurShader::getInstance()
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->render(layer_tex, UserConfigParams::m_shadows_resolution,
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UserConfigParams::m_shadows_resolution, sigma_v);
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in_fbo.bindLayer(layer);
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Gaussian6HBlurShader::getInstance()
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->render(scalar_fbo,
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UserConfigParams::m_shadows_resolution,
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UserConfigParams::m_shadows_resolution, sigma_h);
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}
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else
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{
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const std::vector<float> &weightsV = getGaussianWeight(sigma_v, 7);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
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ComputeShadowBlurVShader::getInstance()->use();
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ComputeShadowBlurVShader::getInstance()->setTextureUnits(layer_tex);
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glBindSampler(ComputeShadowBlurVShader::getInstance()->m_dest_tu, 0);
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glBindImageTexture(ComputeShadowBlurVShader::getInstance()->m_dest_tu,
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scalar_fbo.getRTT()[0], 0,
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false, 0, GL_WRITE_ONLY, GL_R32F);
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ComputeShadowBlurVShader::getInstance()->setUniforms
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(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
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1.f / UserConfigParams::m_shadows_resolution),
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weightsV);
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glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1,
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(int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
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const std::vector<float> &weightsH = getGaussianWeight(sigma_h, 7);
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glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
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| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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ComputeShadowBlurHShader::getInstance()->use();
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ComputeShadowBlurHShader::getInstance()
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->setTextureUnits(scalar_fbo.getRTT()[0]);
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glBindSampler(ComputeShadowBlurHShader::getInstance()->m_dest_tu, 0);
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glBindImageTexture(ComputeShadowBlurHShader::getInstance()->m_dest_tu,
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layer_tex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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ComputeShadowBlurHShader::getInstance()->setUniforms
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(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
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1.f / UserConfigParams::m_shadows_resolution),
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weightsH);
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glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1,
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(int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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glDeleteTextures(1, &layer_tex);
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#endif*/
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} // renderGaussian6BlurLayer
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// ----------------------------------------------------------------------------
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void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
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const FrameBuffer &auxiliary, float sigma_v,
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@@ -1491,10 +1427,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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PROFILER_POP_CPU_MARKER();
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}
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#if !defined(USE_GLES2)
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if (CVS->isARBSRGBFramebufferUsable())
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glEnable(GL_FRAMEBUFFER_SRGB);
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#endif
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out_fbo = &rtts->getFBO(FBO_MLAA_COLORS);
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out_fbo->bind();
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renderPassThrough(in_fbo->getRTT()[0],
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@@ -1510,10 +1442,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
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*out_fbo);
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PROFILER_POP_CPU_MARKER();
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}
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#if !defined(USE_GLES2)
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if (CVS->isARBSRGBFramebufferUsable())
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glDisable(GL_FRAMEBUFFER_SRGB);
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#endif
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return out_fbo;
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} // render
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