mirror of https://github.com/PCSX2/pcsx2.git
GS-ogl: Remove GL_ARB_get_texture_sub_image.
Not used. Also remove some not used commented out defines.
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@ -1318,9 +1318,6 @@ void GSApp::Init()
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m_default_configuration["override_GL_ARB_sparse_texture"] = "-1";
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m_default_configuration["override_GL_ARB_sparse_texture2"] = "-1";
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m_default_configuration["override_GL_ARB_texture_barrier"] = "-1";
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#ifdef GL_EXT_TEX_SUB_IMAGE
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m_default_configuration["override_GL_ARB_get_texture_sub_image"] = "-1";
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#endif
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m_default_configuration["paltex"] = "0";
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m_default_configuration["png_compression_level"] = std::to_string(Z_BEST_SPEED);
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m_default_configuration["preload_frame_with_gs_data"] = "0";
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@ -157,11 +157,6 @@ namespace GLLoader
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bool found_compatible_GL_ARB_sparse_texture2 = false;
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bool found_compatible_sparse_depth = false;
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// Not yet used
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#ifdef GL_EXT_TEX_SUB_IMAGE
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bool found_GL_ARB_get_texture_sub_image = false;
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#endif
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static bool mandatory(const std::string& ext)
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{
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if (!GLExtension::Has(ext))
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@ -284,10 +279,6 @@ namespace GLLoader
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// Mandatory for the advance HW renderer effect. Unfortunately Mesa LLVMPIPE/SWR renderers doesn't support this extension.
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// Rendering might be corrupted but it could be good enough for test/virtual machine.
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optional("GL_ARB_texture_barrier");
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// Not yet used
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#ifdef GL_EXT_TEX_SUB_IMAGE
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found_GL_ARB_get_texture_sub_image = optional("GL_ARB_get_texture_sub_image");
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#endif
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}
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if (vendor_id_amd)
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@ -550,12 +550,7 @@ GSTexture::GSMap GSTextureOGL::Read(const GSVector4i& r, AlignedBuffer<u8, 32>&
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// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
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// architecture is waiting the data right now.
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#if 0
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// Maybe it is as good as the code below. I don't know
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// With openGL 4.5 you can use glGetTextureSubImage
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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);
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#else
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// Bind the texture to the read framebuffer to avoid any disturbance
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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@ -566,7 +561,6 @@ GSTexture::GSMap GSTextureOGL::Read(const GSVector4i& r, AlignedBuffer<u8, 32>&
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glReadPixels(r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, m.bits);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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#endif
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return m;
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}
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@ -16,19 +16,9 @@
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#pragma once
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//#define ENABLE_VTUNE
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//#define ENABLE_PCRTC_DEBUG
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//#define ENABLE_ACCURATE_BUFFER_EMULATION
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#define ENABLE_JIT_RASTERIZER
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//#define DISABLE_HW_TEXTURE_CACHE // Slow but fixes a lot of bugs
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//#define DISABLE_BITMASKING
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//#define DISABLE_COLCLAMP
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//#define DISABLE_DATE
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// Not yet used/experimental OpenGL extensions
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//#define GL_EXT_TEX_SUB_IMAGE
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//#define DISABLE_PERF_MON // Burn cycle for nothing in release mode
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