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.
This commit is contained in:
deve 2017-02-01 10:40:48 +01:00
parent 3c8369b915
commit d124c61e3c
2 changed files with 4 additions and 20 deletions

View File

@ -248,7 +248,6 @@ GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createNearestSampler() GLuint TextureShaderBase::createNearestSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -258,13 +257,11 @@ GLuint TextureShaderBase::createNearestSampler()
if (CVS->isEXTTextureFilterAnisotropicUsable()) if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id; return id;
#endif
} // createNearestSampler } // createNearestSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createTrilinearSampler() GLuint TextureShaderBase::createTrilinearSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -279,13 +276,11 @@ GLuint TextureShaderBase::createTrilinearSampler()
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
} }
return id; return id;
#endif
} // createTrilinearSampler } // createTrilinearSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createBilinearSampler() GLuint TextureShaderBase::createBilinearSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -295,12 +290,10 @@ GLuint TextureShaderBase::createBilinearSampler()
if (CVS->isEXTTextureFilterAnisotropicUsable()) if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id; return id;
#endif
} // createBilinearSampler } // createBilinearSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createShadowSampler() GLuint TextureShaderBase::createShadowSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -310,13 +303,11 @@ GLuint TextureShaderBase::createShadowSampler()
glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
return id; return id;
#endif
} // createShadowSampler } // createShadowSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createBilinearClampedSampler() GLuint TextureShaderBase::createBilinearClampedSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -326,14 +317,12 @@ GLuint TextureShaderBase::createBilinearClampedSampler()
if (CVS->isEXTTextureFilterAnisotropicUsable()) if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id; return id;
#endif
} // createBilinearClampedSampler } // createBilinearClampedSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createTrilinearClampedArray() GLuint TextureShaderBase::createTrilinearClampedArray()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -348,12 +337,10 @@ GLuint TextureShaderBase::createTrilinearClampedArray()
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
} }
return id; return id;
#endif
} // createTrilinearClampedArray } // createTrilinearClampedArray
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
GLuint TextureShaderBase::createSemiTrilinearSampler() GLuint TextureShaderBase::createSemiTrilinearSampler()
{ {
#ifdef GL_VERSION_3_3
unsigned id; unsigned id;
glGenSamplers(1, &id); glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -363,7 +350,6 @@ GLuint TextureShaderBase::createSemiTrilinearSampler()
if (CVS->isEXTTextureFilterAnisotropicUsable()) if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.); glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id; return id;
#endif
} // createSemiTrilinearSampler } // createSemiTrilinearSampler
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------

View File

@ -173,11 +173,9 @@ public:
{ {
if (CVS->getGLSLVersion() >= 330) if (CVS->getGLSLVersion() >= 330)
{ {
#ifdef GL_VERSION_3_3
glActiveTexture(GL_TEXTURE0 + m_texture_units[N]); glActiveTexture(GL_TEXTURE0 + m_texture_units[N]);
glBindTexture(m_texture_type[N], tex_id); glBindTexture(m_texture_type[N], tex_id);
glBindSampler(m_texture_units[N], m_sampler_ids[N]); glBindSampler(m_texture_units[N], m_sampler_ids[N]);
#endif
} }
else else
{ {