forked from OctaForge/OctaCore
remove old mesa bug check, irrelevant on supported mesa
parent
63fc838fde
commit
48cfa05ebb
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@ -266,7 +266,6 @@ void glerror(const char *file, int line, GLenum error)
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printf("GL error: %s:%d: %s (%x)\n", file, line, desc, error);
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}
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VAR(mesa_texrectoffset_bug, 0, 0, 1);
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VAR(intel_texalpha_bug, 0, 0, 1);
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VAR(mesa_swap_bug, 0, 0, 1);
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VAR(usetexgather, 1, 0, 0);
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@ -699,17 +698,12 @@ void gl_checkextensions()
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msaalineardepth = glineardepth = 1; // reading back from depth-stencil still buggy on newer cards, and requires stencil for MSAA
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msaadepthstencil = gdepthstencil = 1; // some older AMD GPUs do not support reading from depth-stencil textures, so only use depth-stencil renderbuffer for now
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}
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else if(nvidia)
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{
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}
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else if(intel)
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{
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smgather = 1; // native shadow filter is slow
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if(mesa)
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{
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batchsunlight = 0; // causes massive slowdown in linux driver
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if(!checkmesaversion(version, 10, 0, 3))
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mesa_texrectoffset_bug = 1; // mesa i965 driver has buggy textureOffset with texture rectangles
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msaalineardepth = 1; // MSAA depth texture access is buggy and resolves are slow
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}
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else
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@ -179,10 +179,7 @@ static void compileglslshader(Shader &s, GLenum type, GLuint &obj, const char *d
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"#define texture2DRect(sampler, coords) texture(sampler, coords)\n"
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"#define texture2DRectProj(sampler, coords) textureProj(sampler, coords)\n"
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"#define shadow2DRect(sampler, coords) texture(sampler, coords)\n";
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extern int mesa_texrectoffset_bug;
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parts[numparts++] = mesa_texrectoffset_bug ?
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"#define texture2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n"
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"#define shadow2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n" :
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parts[numparts++] =
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"#define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n"
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"#define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n";
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