Remove useless ifdef.
It should depend on features available in graphics drivers and not on headers that were used for compilation. In theory there was a possible case that GL_VERSION_3_3 was not defined and CVS->getGLSLVersion() >= 330 was true, so that bind wasn't done at all. And still GL_VERSION_3_3 should be always true for OpenGL renderer because it's defined in glew.
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@ -248,7 +248,6 @@ GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createNearestSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -258,13 +257,11 @@ GLuint TextureShaderBase::createNearestSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createNearestSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -279,13 +276,11 @@ GLuint TextureShaderBase::createTrilinearSampler()
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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return id;
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#endif
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} // createTrilinearSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -295,12 +290,10 @@ GLuint TextureShaderBase::createBilinearSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createBilinearSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createShadowSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -310,13 +303,11 @@ GLuint TextureShaderBase::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_FUNC, GL_LEQUAL);
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return id;
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#endif
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} // createShadowSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearClampedSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -326,14 +317,12 @@ GLuint TextureShaderBase::createBilinearClampedSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createBilinearClampedSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearClampedArray()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -348,12 +337,10 @@ GLuint TextureShaderBase::createTrilinearClampedArray()
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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return id;
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#endif
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} // createTrilinearClampedArray
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createSemiTrilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -363,7 +350,6 @@ GLuint TextureShaderBase::createSemiTrilinearSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createSemiTrilinearSampler
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// ----------------------------------------------------------------------------
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@ -48,8 +48,8 @@ enum SamplerTypeNew
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// ============================================================================
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/** A simple non-templated base class for a shader that uses textures. A non
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* templated base class is necessary to easily handle static objects (like
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* list of all bind functions to call) - with templates each instance is a
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* templated base class is necessary to easily handle static objects (like
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* list of all bind functions to call) - with templates each instance is a
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* different class (with different static values).
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*/
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class TextureShaderBase
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@ -68,7 +68,7 @@ protected:
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static void bindTextureShadow(GLuint tex_unit, GLuint tex_id);
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static void bindTrilinearClampedArrayTexture(GLuint tex_unit, GLuint tex_id);
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static void bindTextureVolume(GLuint tex_unit, GLuint tex_id);
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GLuint createSamplers(SamplerTypeNew sampler_type);
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private:
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@ -88,7 +88,7 @@ protected:
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// ========================================================================
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/** Class C needs to be the newly declared shaders class (necessary for
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* the instance template). NUM_TEXTURES is the number of texture units
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* used in this shader. It is used to test at compile time that the
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* used in this shader. It is used to test at compile time that the
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* right number of arguments are supplied to the variadic functions.
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*/
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template<class C, int NUM_TEXTURES, typename...tp>
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@ -173,11 +173,9 @@ public:
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{
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if (CVS->getGLSLVersion() >= 330)
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{
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#ifdef GL_VERSION_3_3
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glActiveTexture(GL_TEXTURE0 + m_texture_units[N]);
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glBindTexture(m_texture_type[N], tex_id);
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glBindSampler(m_texture_units[N], m_sampler_ids[N]);
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#endif
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}
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else
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{
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