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https://github.com/blawar/GLideN64.git
synced 2024-07-02 09:03:37 +00:00
Remove CLIP control hack for GLES
It's not longer needed due to software vertex clipping.
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bfe3c36e73
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@ -12,7 +12,6 @@ bool Context::DepthFramebufferTextures = false;
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bool Context::ShaderProgramBinary = false;
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bool Context::ImageTextures = false;
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bool Context::IntegerTextures = false;
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bool Context::ClipControl = false;
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bool Context::FramebufferFetchDepth = false;
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bool Context::FramebufferFetchColor = false;
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bool Context::TextureBarrier = false;
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@ -39,7 +38,6 @@ void Context::init()
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ShaderProgramBinary = m_impl->isSupported(SpecialFeatures::ShaderProgramBinary);
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ImageTextures = m_impl->isSupported(SpecialFeatures::ImageTextures);
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IntegerTextures = m_impl->isSupported(SpecialFeatures::IntegerTextures);
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ClipControl = m_impl->isSupported(SpecialFeatures::ClipControl);
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FramebufferFetchDepth = m_impl->isSupported(SpecialFeatures::N64DepthWithFbFetchDepth);
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FramebufferFetchColor = m_impl->isSupported(SpecialFeatures::FramebufferFetchColor);
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TextureBarrier = m_impl->isSupported(SpecialFeatures::TextureBarrier);
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@ -23,7 +23,6 @@ namespace graphics {
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ShaderProgramBinary,
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ImageTextures,
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IntegerTextures,
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ClipControl,
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N64DepthWithFbFetchDepth,
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FramebufferFetchColor,
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TextureBarrier,
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@ -300,7 +299,6 @@ namespace graphics {
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static bool ShaderProgramBinary;
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static bool ImageTextures;
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static bool IntegerTextures;
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static bool ClipControl;
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static bool FramebufferFetchDepth;
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static bool FramebufferFetchColor;
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static bool TextureBarrier;
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@ -522,8 +522,6 @@ bool ContextImpl::isSupported(graphics::SpecialFeatures _feature) const
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return m_glInfo.depthTexture;
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case graphics::SpecialFeatures::IntegerTextures:
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return !m_glInfo.isGLES2;
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case graphics::SpecialFeatures::ClipControl:
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return !m_glInfo.isGLESX;
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case graphics::SpecialFeatures::N64DepthWithFbFetchDepth:
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return m_glInfo.n64DepthWithFbFetch;
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case graphics::SpecialFeatures::FramebufferFetchColor:
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@ -95,15 +95,6 @@ void GraphicsDrawer::addTriangle(u32 _v0, u32 _v1, u32 _v2)
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vtx.z = gDP.primDepth.z * vtx.w;
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}
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}
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if (!Context::ClipControl) {
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if (GBI.isNoN() && gDP.otherMode.depthCompare == 0 && gDP.otherMode.depthUpdate == 0) {
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for (u32 i = firstIndex; i < triangles.num; ++i) {
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SPVertex & vtx = triangles.vertices[triangles.elements[i]];
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vtx.z = 0.0f;
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}
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}
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}
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}
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void GraphicsDrawer::_updateCullFace() const
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