Put some others bunch of code between ifdef win32
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ffd558e577
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@ -607,6 +607,7 @@ void setTextureSampler(GLenum tp, GLuint texunit, GLuint tid, GLuint sid)
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GLuint createNearestSampler()
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GLuint createNearestSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -615,6 +616,7 @@ GLuint createNearestSampler()
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureNearest(GLuint TU, GLuint tex)
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void BindTextureNearest(GLuint TU, GLuint tex)
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@ -630,6 +632,7 @@ void BindTextureNearest(GLuint TU, GLuint tex)
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GLuint createBilinearSampler()
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GLuint createBilinearSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -638,6 +641,7 @@ GLuint createBilinearSampler()
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureBilinear(GLuint TU, GLuint tex)
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void BindTextureBilinear(GLuint TU, GLuint tex)
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@ -653,6 +657,7 @@ void BindTextureBilinear(GLuint TU, GLuint tex)
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GLuint createBilinearClampedSampler()
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GLuint createBilinearClampedSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -661,6 +666,7 @@ GLuint createBilinearClampedSampler()
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureBilinearClamped(GLuint TU, GLuint tex)
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void BindTextureBilinearClamped(GLuint TU, GLuint tex)
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@ -676,6 +682,7 @@ void BindTextureBilinearClamped(GLuint TU, GLuint tex)
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GLuint createSemiTrilinearSampler()
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GLuint createSemiTrilinearSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -684,6 +691,7 @@ GLuint createSemiTrilinearSampler()
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureSemiTrilinear(GLuint TU, GLuint tex)
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void BindTextureSemiTrilinear(GLuint TU, GLuint tex)
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@ -699,6 +707,7 @@ void BindTextureSemiTrilinear(GLuint TU, GLuint tex)
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GLuint createTrilinearSampler()
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GLuint createTrilinearSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -710,6 +719,7 @@ GLuint createTrilinearSampler()
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if (aniso == 0) aniso = 1;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureTrilinearAnisotropic(GLuint TU, GLuint tex)
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void BindTextureTrilinearAnisotropic(GLuint TU, GLuint tex)
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@ -728,6 +738,7 @@ void BindTextureTrilinearAnisotropic(GLuint TU, GLuint tex)
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GLuint createShadowSampler()
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GLuint createShadowSampler()
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{
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{
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#ifdef WIN32
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -737,6 +748,7 @@ GLuint createShadowSampler()
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return id;
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return id;
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#endif
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}
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}
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void BindTextureShadow(GLuint TU, GLuint tex)
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void BindTextureShadow(GLuint TU, GLuint tex)
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