GS-ogl: Remove GL_ARB_get_texture_sub_image.

Not used.
Also remove some not used commented out defines.
This commit is contained in:
lightningterror 2022-02-19 15:21:47 +01:00
parent b8236b1b1c
commit f83692c0df
4 changed files with 0 additions and 28 deletions

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@ -1318,9 +1318,6 @@ void GSApp::Init()
m_default_configuration["override_GL_ARB_sparse_texture"] = "-1";
m_default_configuration["override_GL_ARB_sparse_texture2"] = "-1";
m_default_configuration["override_GL_ARB_texture_barrier"] = "-1";
#ifdef GL_EXT_TEX_SUB_IMAGE
m_default_configuration["override_GL_ARB_get_texture_sub_image"] = "-1";
#endif
m_default_configuration["paltex"] = "0";
m_default_configuration["png_compression_level"] = std::to_string(Z_BEST_SPEED);
m_default_configuration["preload_frame_with_gs_data"] = "0";

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@ -157,11 +157,6 @@ namespace GLLoader
bool found_compatible_GL_ARB_sparse_texture2 = false;
bool found_compatible_sparse_depth = false;
// Not yet used
#ifdef GL_EXT_TEX_SUB_IMAGE
bool found_GL_ARB_get_texture_sub_image = false;
#endif
static bool mandatory(const std::string& ext)
{
if (!GLExtension::Has(ext))
@ -284,10 +279,6 @@ namespace GLLoader
// Mandatory for the advance HW renderer effect. Unfortunately Mesa LLVMPIPE/SWR renderers doesn't support this extension.
// Rendering might be corrupted but it could be good enough for test/virtual machine.
optional("GL_ARB_texture_barrier");
// Not yet used
#ifdef GL_EXT_TEX_SUB_IMAGE
found_GL_ARB_get_texture_sub_image = optional("GL_ARB_get_texture_sub_image");
#endif
}
if (vendor_id_amd)

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@ -550,12 +550,7 @@ GSTexture::GSMap GSTextureOGL::Read(const GSVector4i& r, AlignedBuffer<u8, 32>&
// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
// architecture is waiting the data right now.
#if 0
// Maybe it is as good as the code below. I don't know
// With openGL 4.5 you can use glGetTextureSubImage
glGetTextureSubImage(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, 0, r.width(), r.height(), 1, m_int_format, m_int_type, m_size.x * m_size.y * 4, m.bits);
#else
// Bind the texture to the read framebuffer to avoid any disturbance
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
@ -566,7 +561,6 @@ GSTexture::GSMap GSTextureOGL::Read(const GSVector4i& r, AlignedBuffer<u8, 32>&
glReadPixels(r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, m.bits);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
#endif
return m;
}

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@ -16,19 +16,9 @@
#pragma once
//#define ENABLE_VTUNE
//#define ENABLE_PCRTC_DEBUG
//#define ENABLE_ACCURATE_BUFFER_EMULATION
#define ENABLE_JIT_RASTERIZER
//#define DISABLE_HW_TEXTURE_CACHE // Slow but fixes a lot of bugs
//#define DISABLE_BITMASKING
//#define DISABLE_COLCLAMP
//#define DISABLE_DATE
// Not yet used/experimental OpenGL extensions
//#define GL_EXT_TEX_SUB_IMAGE
//#define DISABLE_PERF_MON // Burn cycle for nothing in release mode