1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Move noise and monochrome_image initialization to the right place.

These functionalities do not require GL_IMAGE_TEXTURES_SUPPORT.
This commit is contained in:
Sergey Lipskiy 2015-05-20 16:54:08 +06:00
parent 92fcf0a797
commit 48b1d55449

View File

@ -167,7 +167,6 @@ void InitShadowMapShader()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED16, 256, 1, 0, GL_RED, GL_UNSIGNED_SHORT, NULL);
g_draw_shadow_map_program = createShaderProgram(default_vertex_shader, shadow_map_fragment_shader_float);
g_monochrome_image_program = createShaderProgram(default_vertex_shader, zelda_monochrome_fragment_shader);
}
static
@ -185,8 +184,6 @@ void DestroyShadowMapShader()
}
glDeleteProgram(g_draw_shadow_map_program);
g_draw_shadow_map_program = 0;
glDeleteProgram(g_monochrome_image_program);
g_monochrome_image_program = 0;
}
#endif // GL_IMAGE_TEXTURES_SUPPORT
@ -221,13 +218,15 @@ void InitShaderCombiner()
g_dither_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_dither);
#endif // GLESX
noiseTex.init();
g_monochrome_image_program = createShaderProgram(default_vertex_shader, zelda_monochrome_fragment_shader);
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
g_calc_depth_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_compare_shader_float);
InitZlutTexture();
InitShadowMapShader();
noiseTex.init();
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
@ -256,8 +255,11 @@ void DestroyShaderCombiner() {
g_calc_depth_shader_object = 0;
#endif // GLESX
#ifdef GL_IMAGE_TEXTURES_SUPPORT
glDeleteProgram(g_monochrome_image_program);
g_monochrome_image_program = 0;
noiseTex.destroy();
#ifdef GL_IMAGE_TEXTURES_SUPPORT
DestroyZlutTexture();
DestroyShadowMapShader();
#endif // GL_IMAGE_TEXTURES_SUPPORT