From: havoc Date: Tue, 21 Mar 2006 09:06:02 +0000 (+0000) Subject: removed detection of GL_NV_texture_shader extension which was previously used for... X-Git-Tag: xonotic-v0.1.0preview~4161 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=cb872df2ca589d4b30c733dc239986dfd64f0c12 removed detection of GL_NV_texture_shader extension which was previously used for the geforce3 water shader that was removed a long time ago removed support for GL_DSDT_NV textures (which were only used for the geforce3 water shader) removed code pertaining to GL_NV_vertex_array_range (which hasn't been supported for a very long time) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6158 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_textures.c b/gl_textures.c index b39b3e3c..7a53cd30 100644 --- a/gl_textures.c +++ b/gl_textures.c @@ -39,7 +39,6 @@ static textypeinfo_t textype_rgb = {TEXTYPE_RGB , 3, 3, GL_RGB , static textypeinfo_t textype_rgba = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 3}; static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, GL_RGBA , 4}; static textypeinfo_t textype_rgba_alpha = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 4}; -static textypeinfo_t textype_dsdt = {TEXTYPE_DSDT , 2, 2, GL_DSDT_NV, GL_DSDT8_NV}; #define GLTEXTURETYPE_1D 0 #define GLTEXTURETYPE_2D 1 @@ -145,8 +144,6 @@ static textypeinfo_t *R_GetTexTypeInfo(int textype, int flags) return &textype_rgb; case TEXTYPE_RGBA: return &textype_rgba; - case TEXTYPE_DSDT: - return &textype_dsdt; default: Host_Error("R_GetTexTypeInfo: unknown texture format"); return NULL; @@ -881,8 +878,6 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden } } break; - case TEXTYPE_DSDT: - break; default: Host_Error("R_LoadTexture: unknown texture type"); } diff --git a/glquake.h b/glquake.h index f8066af5..a1199233 100644 --- a/glquake.h +++ b/glquake.h @@ -312,17 +312,6 @@ extern int gl_combine_extension; #endif -extern int gl_textureshader; -#ifndef GL_TEXTURE_SHADER_NV -#define GL_TEXTURE_SHADER_NV 0x86DE -#define GL_SHADER_OPERATION_NV 0x86DF -#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 -#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 -#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 -#define GL_DSDT_NV 0x86F5 -#define GL_DSDT8_NV 0x8709 -#endif - extern int gl_texture3d; extern int gl_max_3d_texture_size; #ifndef GL_TEXTURE_3D diff --git a/r_textures.h b/r_textures.h index be6dbe05..5cd1aa82 100644 --- a/r_textures.h +++ b/r_textures.h @@ -27,8 +27,6 @@ #define TEXTYPE_RGB 2 // 32bit RGBA #define TEXTYPE_RGBA 3 -// 16bit DSDT -#define TEXTYPE_DSDT 4 // contents of this structure are mostly private to gl_textures.c typedef struct rtexture_s diff --git a/vid.h b/vid.h index c2b3e1f1..5aae1b4d 100644 --- a/vid.h +++ b/vid.h @@ -101,11 +101,6 @@ extern int gl_videosyncavailable; void *GL_GetProcAddress(const char *name); int GL_CheckExtension(const char *name, const dllfunction_t *funcs, const char *disableparm, int silent); -// this attempts to use vendor extensions to allocate faster vertex memory if -// the fast parameter is true, if unsuccessful it uses Mem_Alloc instead -void *VID_AllocVertexArrays(mempool_t *pool, int size, int fast, float readfrequency, float writefrequency, float priority); -void VID_FreeVertexArrays(void *pointer); - void VID_Shared_Init(void); void GL_Init (void); diff --git a/vid_shared.c b/vid_shared.c index 61e506a6..0a8a2d15 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -40,8 +40,6 @@ int gl_support_clamptoedge = false; // GL_EXT_texture_filter_anisotropic int gl_support_anisotropy = false; int gl_max_anisotropy = 1; -// GL_NV_texture_shader -int gl_textureshader = false; // GL_EXT_stencil_two_side int gl_support_stenciltwoside = false; // GL_ARB_shader_objects @@ -126,12 +124,6 @@ void (GLAPIENTRY *qglClientActiveTexture) (GLenum); void (GLAPIENTRY *qglLockArraysEXT) (GLint first, GLint count); void (GLAPIENTRY *qglUnlockArraysEXT) (void); -//GL_NV_vertex_array_range -GLvoid *(GLAPIENTRY *qglAllocateMemoryNV)(GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); -GLvoid (GLAPIENTRY *qglFreeMemoryNV)(GLvoid *pointer); -GLvoid (GLAPIENTRY *qglVertexArrayRangeNV)(GLsizei length, GLvoid *pointer); -GLvoid (GLAPIENTRY *qglFlushVertexArrayRangeNV)(GLvoid); - // general GL functions void (GLAPIENTRY *qglClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); @@ -635,7 +627,6 @@ void VID_CheckExtensions(void) gl_support_clamptoedge = false; gl_support_anisotropy = false; gl_max_anisotropy = 1; - gl_textureshader = false; gl_support_stenciltwoside = false; gl_support_shader_objects = false; gl_support_shading_language_100 = false; @@ -685,9 +676,6 @@ void VID_CheckExtensions(void) if ((gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false))) qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy); -// COMMANDLINEOPTION: GL: -notextureshader disables GL_NV_texture_shader (required for the Geforce3 water shader, NVIDIA only) - gl_textureshader = GL_CheckExtension("GL_NV_texture_shader", NULL, "-notextureshader", false); - // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (accelerates shadow rendering) gl_support_stenciltwoside = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false); @@ -708,38 +696,6 @@ void VID_CheckExtensions(void) gl_support_half_float = GL_CheckExtension("GL_NV_half_float", NULL, "-nohalffloat", false); } -qboolean vid_vertexarrays_are_var = false; -void *VID_AllocVertexArrays(mempool_t *pool, int size, int fast, float readfrequency, float writefrequency, float priority) -{ - void *m; - vid_vertexarrays_are_var = false; - if (fast && qglAllocateMemoryNV) - { - CHECKGLERROR - m = qglAllocateMemoryNV(size, readfrequency, writefrequency, priority); - CHECKGLERROR - if (m) - { - vid_vertexarrays_are_var = true; - return m; - } - } - return Mem_Alloc(pool, size); -} - -void VID_FreeVertexArrays(void *pointer) -{ - if (vid_vertexarrays_are_var) - { - CHECKGLERROR - qglFreeMemoryNV(pointer); - CHECKGLERROR - } - else - Mem_Free(pointer); - vid_vertexarrays_are_var = false; -} - void Force_CenterView_f (void) { cl.viewangles[PITCH] = 0;