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authorRyan Houdek <Sonicadvance1@gmail.com>2015-09-04 23:45:35 -0500
committerRyan Houdek <Sonicadvance1@gmail.com>2015-09-04 23:45:35 -0500
commit961873827853891aba6bc43243c01bf70e2c1f4b (patch)
tree140724c7bc469d3dfd8435805625113e845d4706 /Source/Core/VideoBackends/OGL/PostProcessing.cpp
parent9be01a90446fde9e9ff1e9ff72492cde9523adc2 (diff)
Remove all of our workarounds for Qualcomm devices we don't support anymore.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/PostProcessing.cpp38
1 files changed, 1 insertions, 37 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
index b6715ff0ff..4bb52a652d 100644
--- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp
+++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
@@ -41,24 +41,11 @@ OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
{
CreateHeader();
-
- m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
- if (m_attribute_workaround)
- {
- glGenBuffers(1, &m_attribute_vbo);
- glGenVertexArrays(1, &m_attribute_vao);
- }
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
-
- if (m_attribute_workaround)
- {
- glDeleteBuffers(1, &m_attribute_vbo);
- glDeleteVertexArrays(1, &m_attribute_vao);
- }
}
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
@@ -70,10 +57,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
- if (m_attribute_workaround)
- glBindVertexArray(m_attribute_vao);
- else
- OpenGL_BindAttributelessVAO();
+ OpenGL_BindAttributelessVAO();
m_shader.Bind();
@@ -174,9 +158,6 @@ void OpenGLPostProcessing::ApplyShader()
const char* vertex_shader = s_vertex_shader;
- if (m_attribute_workaround)
- vertex_shader = s_vertex_workaround_shader;
-
// and compile it
if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
{
@@ -192,23 +173,6 @@ void OpenGLPostProcessing::ApplyShader()
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
- if (m_attribute_workaround)
- {
- GLfloat vertices[] = {
- -1.f, -1.f, 0.f, 0.f,
- 1.f, -1.f, 1.f, 0.f,
- -1.f, 1.f, 0.f, 1.f,
- 1.f, 1.f, 1.f, 1.f,
- };
-
- glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- glBindVertexArray(m_attribute_vao);
- glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
- glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
- }
-
for (const auto& it : m_config.GetOptions())
{
std::string glsl_name = "option_" + it.first;