From 48cfa05ebb881206a5fd57169f49ded54a582aa9 Mon Sep 17 00:00:00 2001 From: q66 Date: Sun, 28 Oct 2018 16:55:21 +0100 Subject: [PATCH] remove old mesa bug check, irrelevant on supported mesa --- src/engine/rendergl.cpp | 6 ------ src/engine/shader.cpp | 5 +---- 2 files changed, 1 insertion(+), 10 deletions(-) diff --git a/src/engine/rendergl.cpp b/src/engine/rendergl.cpp index 3918aad..3485cc9 100644 --- a/src/engine/rendergl.cpp +++ b/src/engine/rendergl.cpp @@ -266,7 +266,6 @@ void glerror(const char *file, int line, GLenum error) printf("GL error: %s:%d: %s (%x)\n", file, line, desc, error); } -VAR(mesa_texrectoffset_bug, 0, 0, 1); VAR(intel_texalpha_bug, 0, 0, 1); VAR(mesa_swap_bug, 0, 0, 1); VAR(usetexgather, 1, 0, 0); @@ -699,17 +698,12 @@ void gl_checkextensions() msaalineardepth = glineardepth = 1; // reading back from depth-stencil still buggy on newer cards, and requires stencil for MSAA msaadepthstencil = gdepthstencil = 1; // some older AMD GPUs do not support reading from depth-stencil textures, so only use depth-stencil renderbuffer for now } - else if(nvidia) - { - } else if(intel) { smgather = 1; // native shadow filter is slow if(mesa) { batchsunlight = 0; // causes massive slowdown in linux driver - if(!checkmesaversion(version, 10, 0, 3)) - mesa_texrectoffset_bug = 1; // mesa i965 driver has buggy textureOffset with texture rectangles msaalineardepth = 1; // MSAA depth texture access is buggy and resolves are slow } else diff --git a/src/engine/shader.cpp b/src/engine/shader.cpp index 5cd59fa..28813eb 100644 --- a/src/engine/shader.cpp +++ b/src/engine/shader.cpp @@ -179,10 +179,7 @@ static void compileglslshader(Shader &s, GLenum type, GLuint &obj, const char *d "#define texture2DRect(sampler, coords) texture(sampler, coords)\n" "#define texture2DRectProj(sampler, coords) textureProj(sampler, coords)\n" "#define shadow2DRect(sampler, coords) texture(sampler, coords)\n"; - extern int mesa_texrectoffset_bug; - parts[numparts++] = mesa_texrectoffset_bug ? - "#define texture2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n" - "#define shadow2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n" : + parts[numparts++] = "#define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n" "#define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n";