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Merge pull request #592 from bunnei/cleanup-gl-state

gl_state: Remove unused state management from 3DS.
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bunnei 2018-06-26 22:05:03 -04:00 committed by GitHub
commit 73de9bab1a
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2 changed files with 0 additions and 94 deletions

View file

@ -56,16 +56,6 @@ OpenGLState::OpenGLState() {
texture_unit.swizzle.a = GL_ALPHA; texture_unit.swizzle.a = GL_ALPHA;
} }
lighting_lut.texture_buffer = 0;
fog_lut.texture_buffer = 0;
proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_buffer = 0;
proctex_color_map.texture_buffer = 0;
proctex_alpha_map.texture_buffer = 0;
proctex_noise_lut.texture_buffer = 0;
draw.read_framebuffer = 0; draw.read_framebuffer = 0;
draw.draw_framebuffer = 0; draw.draw_framebuffer = 0;
draw.vertex_array = 0; draw.vertex_array = 0;
@ -229,48 +219,6 @@ void OpenGLState::Apply() const {
} }
} }
// Lighting LUTs
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(TextureUnits::LightingLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
}
// Fog LUT
if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
glActiveTexture(TextureUnits::FogLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
}
// ProcTex Noise LUT
if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
}
// ProcTex Color Map
if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
}
// ProcTex Alpha Map
if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
}
// ProcTex LUT
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
}
// ProcTex Diff LUT
if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
}
// Framebuffer // Framebuffer
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
@ -344,20 +292,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
unit.texture_2d = 0; unit.texture_2d = 0;
} }
} }
if (lighting_lut.texture_buffer == handle)
lighting_lut.texture_buffer = 0;
if (fog_lut.texture_buffer == handle)
fog_lut.texture_buffer = 0;
if (proctex_noise_lut.texture_buffer == handle)
proctex_noise_lut.texture_buffer = 0;
if (proctex_color_map.texture_buffer == handle)
proctex_color_map.texture_buffer = 0;
if (proctex_alpha_map.texture_buffer == handle)
proctex_alpha_map.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)
proctex_diff_lut.texture_buffer = 0;
return *this; return *this;
} }

View file

@ -93,34 +93,6 @@ public:
} swizzle; } swizzle;
} texture_units[32]; } texture_units[32];
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} lighting_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} fog_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_noise_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_color_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_alpha_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_diff_lut;
struct { struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING