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

Remove unused code.

This commit is contained in:
Sergey Lipskiy 2016-09-05 16:21:29 +07:00
parent 27cdae1e33
commit bbcd0be949
3 changed files with 0 additions and 42 deletions

View File

@ -157,7 +157,6 @@ void DestroyShaderCombiner();
void SetDepthFogCombiner();
void SetMonochromeCombiner();
#endif // GL_IMAGE_TEXTURES_SUPPORT
bool SetDepthTextureCombiner();
//#define USE_TOONIFY

View File

@ -31,7 +31,6 @@ static GLuint g_readtex_shader_object;
static GLuint g_readtex_ms_shader_object;
static GLuint g_dither_shader_object;
static GLuint g_monochrome_image_program = 0;
static GLuint g_depth_texture_program = 0;
#ifdef GL_IMAGE_TEXTURES_SUPPORT
GLuint g_draw_shadow_map_program = 0;
@ -230,24 +229,6 @@ void InitShaderCombiner()
const int texLoc = glGetUniformLocation(g_monochrome_image_program, "uColorImage");
glUniform1i(texLoc, 0);
if (config.generalEmulation.enableFragmentDepthWrite != 0 &&
(config.generalEmulation.hacks&hack_LoadDepthTextures) != 0) {
GLuint depth_texture_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_texture_fragment_shader);
g_depth_texture_program = glCreateProgram();
glBindAttribLocation(g_depth_texture_program, SC_POSITION, "aPosition");
glBindAttribLocation(g_depth_texture_program, SC_TEXCOORD0, "aTexCoord0");
glAttachShader(g_depth_texture_program, g_vertex_shader_object);
glAttachShader(g_depth_texture_program, depth_texture_shader_object);
glLinkProgram(g_depth_texture_program);
glDeleteShader(depth_texture_shader_object);
assert(checkProgramLinkStatus(g_depth_texture_program));
glUseProgram(g_depth_texture_program);
int loc = glGetUniformLocation(g_depth_texture_program, "uTex0");
glUniform1i(loc, 0);
loc = glGetUniformLocation(g_depth_texture_program, "uRenderState");
glUniform1i(loc, OGLRender::rsTexRect);
}
glUseProgram(0);
#ifdef GL_IMAGE_TEXTURES_SUPPORT
@ -289,8 +270,6 @@ void DestroyShaderCombiner() {
glDeleteProgram(g_monochrome_image_program);
g_monochrome_image_program = 0;
noiseTex.destroy();
glDeleteProgram(g_depth_texture_program);
g_depth_texture_program = 0;
#ifdef GL_IMAGE_TEXTURES_SUPPORT
DestroyZlutTexture();
@ -912,13 +891,3 @@ void SetMonochromeCombiner()
glUseProgram(g_monochrome_image_program);
gDP.changed |= CHANGED_COMBINE;
}
bool SetDepthTextureCombiner()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(TRUE);
glUseProgram(g_depth_texture_program);
gDP.changed |= CHANGED_COMBINE | CHANGED_RENDERMODE;
return true;
}

View File

@ -705,16 +705,6 @@ MAIN_SHADER_VERSION
;
#endif
static const char* depth_texture_fragment_shader =
MAIN_SHADER_VERSION
"uniform sampler2D uTex0; \n"
"in mediump vec2 vTexCoord0; \n"
"void main() \n"
"{ \n"
" gl_FragDepth = texture(uTex0, vTexCoord0).r; \n"
"} \n"
;
const char * strTexrectDrawerVertexShader =
MAIN_SHADER_VERSION
"in highp vec4 aPosition; \n"