Remove all of our workarounds for Qualcomm devices we don't support anymore.

This commit is contained in:
Ryan Houdek
2015-09-04 23:45:35 -05:00
parent 9be01a9044
commit 9618738278
9 changed files with 38 additions and 314 deletions

View File

@ -41,24 +41,11 @@ OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
{
CreateHeader();
m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
if (m_attribute_workaround)
{
glGenBuffers(1, &m_attribute_vbo);
glGenVertexArrays(1, &m_attribute_vao);
}
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
if (m_attribute_workaround)
{
glDeleteBuffers(1, &m_attribute_vbo);
glDeleteVertexArrays(1, &m_attribute_vao);
}
}
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
@ -70,10 +57,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
if (m_attribute_workaround)
glBindVertexArray(m_attribute_vao);
else
OpenGL_BindAttributelessVAO();
OpenGL_BindAttributelessVAO();
m_shader.Bind();
@ -174,9 +158,6 @@ void OpenGLPostProcessing::ApplyShader()
const char* vertex_shader = s_vertex_shader;
if (m_attribute_workaround)
vertex_shader = s_vertex_workaround_shader;
// and compile it
if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
{
@ -192,23 +173,6 @@ void OpenGLPostProcessing::ApplyShader()
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
if (m_attribute_workaround)
{
GLfloat vertices[] = {
-1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f,
-1.f, 1.f, 0.f, 1.f,
1.f, 1.f, 1.f, 1.f,
};
glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(m_attribute_vao);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
}
for (const auto& it : m_config.GetOptions())
{
std::string glsl_name = "option_" + it.first;