diff --git a/DepthBuffer.cpp b/DepthBuffer.cpp index 666608a0..dc06c79b 100644 --- a/DepthBuffer.cpp +++ b/DepthBuffer.cpp @@ -216,6 +216,7 @@ DepthBuffer *DepthBuffer_FindBuffer( u32 address ) } void DepthBuffer_ClearBuffer() { +#ifndef GLES2 if (!OGL.bImageTexture) return; DepthBuffer *current = depthBuffer.top; @@ -227,4 +228,5 @@ void DepthBuffer_ClearBuffer() { OGL_DrawRect(0,0,VI.width, VI.height, color); glBindImageTexture(depthImageUnit, current->depth_texture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo); +#endif // GLES2 } diff --git a/GLSLCombiner.cpp b/GLSLCombiner.cpp index 28c56b94..14deabf3 100644 --- a/GLSLCombiner.cpp +++ b/GLSLCombiner.cpp @@ -75,6 +75,7 @@ bool check_program_link_status(GLuint obj) return true; } +#ifndef GLES2 static void InitZlutTexture() { @@ -163,6 +164,7 @@ void DestroyShadowMapShader() glDeleteShader(g_shadow_map_fragment_shader_object); glDeleteProgram(g_draw_shadow_map_program); } +#endif // GLES2 void InitGLSLCombiner() { @@ -203,14 +205,19 @@ void InitGLSLCombiner() assert(check_shader_compile_status(g_calc_depth_shader_object)); } +#ifndef GLES2 InitZlutTexture(); InitShadowMapShader(); +#endif } void DestroyGLSLCombiner() { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + +#ifndef GLES2 DestroyZlutTexture(); DestroyShadowMapShader(); +#endif } const char *ColorInput_1cycle[] = { @@ -686,6 +693,7 @@ void GLSLCombiner::UpdateAlphaTestInfo(bool _bForce) { } } +#ifndef GLES2 void GLSL_RenderDepth() { if (!OGL.bImageTexture) return; @@ -789,3 +797,4 @@ void GLS_SetShadowMapCombiner() { gDP.changed |= CHANGED_COMBINE; } +#endif // GLES2 diff --git a/OpenGL.cpp b/OpenGL.cpp index 1999f563..7c9007da 100644 --- a/OpenGL.cpp +++ b/OpenGL.cpp @@ -905,9 +905,11 @@ void OGL_DrawTexturedRect( float ulx, float uly, float lrx, float lry, float uls combiner.current->compiled->UpdateRenderState(); } +#ifndef GLES2 // if ((gDP.otherMode.l >> 16) == 0x3c18 && gDP.combine.muxs0 == 0x00ffffff && gDP.combine.muxs1 == 0xfffff238) //depth image based fog if (gSP.textureTile[0]->frameBuffer == NULL && gSP.textureTile[1]->frameBuffer == NULL && gDP.textureImage.address >= gDP.depthImageAddress && gDP.textureImage.address < (gDP.depthImageAddress + gDP.colorImage.width*gDP.colorImage.width*6/4)) GLS_SetShadowMapCombiner(); +#endif // GLES2 if (frameBuffer.drawBuffer != GL_FRAMEBUFFER) glViewport( 0, (frameBuffer.drawBuffer == GL_BACK ? OGL.heightOffset : 0), OGL.width, OGL.height );