OpenGL: remove BIT_OPERATIONS check from GLSL

Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
This commit is contained in:
2017-05-19 12:35:49 -04:00
parent 5218860607
commit 8561a2dda7
2 changed files with 0 additions and 40 deletions

View File

@@ -225,10 +225,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
if (GLEW_VERSION_3_0) {
strcat(defines, "#define BIT_OPERATIONS\n");
}
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.

View File

@@ -2454,7 +2454,6 @@ int quick_floor(float x)
return int(x) - ((x < 0) ? 1 : 0);
}
#ifdef BIT_OPERATIONS
float integer_noise(int n)
{
int nn;
@@ -2519,7 +2518,6 @@ vec3 cellnoise_color(vec3 p)
return vec3(r, g, b);
}
#endif // BIT_OPERATIONS
float floorfrac(float x, out int i)
{
@@ -3092,7 +3090,6 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
fac = check ? 1.0 : 0.0;
}
#ifdef BIT_OPERATIONS
vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, int offset_frequency,
@@ -3128,7 +3125,6 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi
return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
}
}
#endif
void node_tex_brick(vec3 co,
vec4 color1, vec4 color2,
@@ -3139,7 +3135,6 @@ void node_tex_brick(vec3 co,
float squash_amount, float squash_frequency,
out vec4 color, out float fac)
{
#ifdef BIT_OPERATIONS
vec2 f2 = calc_brick_texture(co * scale,
mortar_size, mortar_smooth, bias,
brick_width, row_height,
@@ -3153,10 +3148,6 @@ void node_tex_brick(vec3 co,
}
color = mix(color1, mortar, f);
fac = f;
#else
color = vec4(1.0);
fac = 1.0;
#endif
}
void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
@@ -3352,7 +3343,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
fac = (color.x + color.y + color.z) / 3.0;
}
#ifdef BIT_OPERATIONS
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
@@ -3443,11 +3433,9 @@ float noise_turbulence(vec3 p, float octaves, int hard)
return sum;
}
}
#endif // BIT_OPERATIONS
void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
{
#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int hard = 0;
if (distortion != 0.0) {
@@ -3463,15 +3451,8 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve
noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
1);
#else // BIT_OPERATIONS
color = vec4(1.0);
fac = 1.0;
#endif // BIT_OPERATIONS
}
#ifdef BIT_OPERATIONS
/* Musgrave fBm
*
* H: fractal increment parameter
@@ -3656,7 +3637,6 @@ float svm_musgrave(int type,
return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
return 0.0;
}
#endif // #ifdef BIT_OPERATIONS
void node_tex_musgrave(vec3 co,
float scale,
@@ -3669,7 +3649,6 @@ void node_tex_musgrave(vec3 co,
out vec4 color,
out float fac)
{
#ifdef BIT_OPERATIONS
fac = svm_musgrave(int(type),
dimension,
lacunarity,
@@ -3678,9 +3657,6 @@ void node_tex_musgrave(vec3 co,
1.0,
gain,
co * scale);
#else
fac = 1.0;
#endif
color = vec4(fac, fac, fac, 1.0);
}
@@ -3692,7 +3668,6 @@ void node_tex_sky(vec3 co, out vec4 color)
void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out float fac)
{
#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int xx, yy, zz, xi, yi, zi;
float da[4];
@@ -3757,13 +3732,8 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out
color = vec4(cellnoise_color(pa[0]), 1);
fac = (color.x + color.y + color.z) * (1.0 / 3.0);
}
#else // BIT_OPERATIONS
color = vec4(1.0);
fac = 1.0;
#endif // BIT_OPERATIONS
}
#ifdef BIT_OPERATIONS
float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
{
float n;
@@ -3785,22 +3755,16 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int
return (n < 0.0) ? n + 1.0 : n;
}
}
#endif // BIT_OPERATIONS
void node_tex_wave(
vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile,
out vec4 color, out float fac)
{
#ifdef BIT_OPERATIONS
float f;
f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;
#else // BIT_OPERATIONS
color = vec4(1.0);
fac = 1;
#endif // BIT_OPERATIONS
}
/* light path */