BGE: remove calls to GLSL support query (it's always supported)

Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.

Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
This commit is contained in:
2016-10-10 01:08:49 -04:00
parent 9ea71bc674
commit 33ef28068a
3 changed files with 5 additions and 27 deletions

View File

@@ -465,19 +465,9 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
bool usemat = false, useglslmat = false;
sceneconverter->SetMaterials(true);
if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = true;
if (GPU_glsl_support())
useglslmat = true;
else if (gs.matmode == GAME_MAT_GLSL)
usemat = false;
if (usemat)
sceneconverter->SetMaterials(true);
if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
if (gs.matmode == GAME_MAT_GLSL)
sceneconverter->SetGLSLMaterials(true);
if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
sceneconverter->SetCacheMaterials(false);

View File

@@ -590,13 +590,8 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
bool restrictAnimFPS = (gm->flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
if (GPU_glsl_support())
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
else if (m_globalSettings->matmode == GAME_MAT_GLSL)
m_blendermat = false;
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);

View File

@@ -420,14 +420,7 @@ int BL_Texture::GetMaxUnits()
{
if (g_max_units < 0) {
GLint unit = 0;
if (GPU_glsl_support()) {
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &unit);
}
else if (GLEW_ARB_multitexture) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &unit);
g_max_units = (MAXTEX >= unit) ? unit : MAXTEX;
}