These checks aren't needed when using CG.
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@ -314,22 +314,24 @@ Renderer::Renderer()
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if(g_ActiveConfig.bUseGLSL)
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// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
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{
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
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g_Config.backend_info.bSupportsGLSLBinding = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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g_Config.backend_info.bSupportsGLSLBinding = true;
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g_Config.backend_info.bSupportsGLSLUBO = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL)
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g_Config.backend_info.bSupportsGLSLUBO = true;
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g_Config.backend_info.bSupportsGLSLATTRBind = true;
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if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL)
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)
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g_Config.backend_info.bSupportsGLSLATTRBind = true;
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g_Config.backend_info.bSupportsGLSLCache = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)
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g_Config.backend_info.bSupportsGLSLCache = true;
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UpdateActiveConfig();
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OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s Cache: %s",
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UpdateActiveConfig();
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
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OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s Cache: %s",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").c_str(), 5000);
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").c_str(), 5000);
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}
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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@ -441,8 +443,8 @@ Renderer::Renderer()
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#else
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#else
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// If we don't have Nvidia CG, we HAVE to use GLSL
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// If we don't have Nvidia CG, we HAVE to use GLSL
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g_Config.bUseGLSL = true;
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g_Config.bUseGLSL = true;
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UpdateActiveConfig();
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UpdateActiveConfig();
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INFO_LOG(VIDEO, "CG not found, switching to GLSL");
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#endif // HAVE_CG
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#endif // HAVE_CG
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int nenvvertparams, nenvfragparams, naddrregisters[2];
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int nenvvertparams, nenvfragparams, naddrregisters[2];
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