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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-28 08:39:49 -06:00
[Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U
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@ -66,15 +66,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// alpha channel should be ignored if the EFB does not have one.
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// Create EFB target.
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u32 depthType;
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if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
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{
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depthType = GL_DEPTH_COMPONENT;
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}
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else
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{
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depthType = GL_DEPTH_COMPONENT24;
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}
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glGenFramebuffers(1, &m_efbFramebuffer);
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glActiveTexture(GL_TEXTURE0 + 9);
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@ -94,7 +85,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(getFbType(), m_efbDepth);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(getFbType(), m_resolvedColorTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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@ -159,7 +150,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(getFbType(), m_resolvedDepthTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// Bind resolved textures to resolved framebuffer.
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@ -235,13 +226,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" ocol0 = float4(dst6) / 63.f;\n"
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"}";
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if(g_ogl_config.eSupportedGLSLVersion != GLSLES2)
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{
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// HACK: This shaders aren't glsles2 compatible as glsles2 don't support bit operations
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// it could be workaround by floor + frac + tons off additions, but I think it isn't worth
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
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}
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
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}
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FramebufferManager::~FramebufferManager()
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@ -372,19 +358,6 @@ GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_r
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void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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{
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if(g_ogl_config.eSupportedGLSLVersion == GLSLES2) {
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// This feature isn't supported by glsles2
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// TODO: move this to InitBackendInfo
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// We have to disable both the active and the stored config. Else we
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// would either
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// show this line per format change in one frame or
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// once per frame.
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OSD::AddMessage("Format Change Emulation isn't supported by your GPU.", 10000);
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g_ActiveConfig.bEFBEmulateFormatChanges = false;
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g_Config.bEFBEmulateFormatChanges = false;
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return;
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}
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g_renderer->ResetAPIState();
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GLuint src_texture = 0;
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