Is MacGL really so special?

This commit is contained in:
Siana Gearz
2011-02-07 20:10:36 +01:00
parent 92ef1163bb
commit 211da61654
4 changed files with 0 additions and 22 deletions

View File

@@ -45,11 +45,7 @@
#endif
#define LL_OCTREE_PARANOIA_CHECK 0
#if LL_DARWIN
#define LL_OCTREE_MAX_CAPACITY 32
#else
#define LL_OCTREE_MAX_CAPACITY 128
#endif
template <class T> class LLOctreeNode;

View File

@@ -616,9 +616,7 @@ void LLGLManager::initExtensions()
mHasFramebufferMultisample = mHasFramebufferObject && ExtensionExists("GL_EXT_framebuffer_multisample", gGLHExts.mSysExts);
mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts);
mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
#if !LL_DARWIN
mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts);
#endif
mHasShaderObjects = ExtensionExists("GL_ARB_shader_objects", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts);
mHasVertexShader = ExtensionExists("GL_ARB_vertex_program", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_vertex_shader", gGLHExts.mSysExts)
&& ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts);

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@@ -1079,13 +1079,6 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_
if (mUseMipMaps)
{
mAutoGenMips = gGLManager.mHasMipMapGeneration;
#if LL_DARWIN
// On the Mac GF2 and GF4MX drivers, auto mipmap generation doesn't work right with alpha-only textures.
if(gGLManager.mIsGF2or4MX && (mFormatInternal == GL_ALPHA8) && (mFormatPrimary == GL_ALPHA))
{
mAutoGenMips = FALSE;
}
#endif
}
mCurrentDiscardLevel = discard_level;

View File

@@ -386,8 +386,6 @@ void LLRenderTarget::flush(BOOL fetch_depth)
}
else
{
#if !LL_DARWIN
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
if (mSampleBuffer)
@@ -427,7 +425,6 @@ void LLRenderTarget::flush(BOOL fetch_depth)
}
}
}
#endif
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glFlush();
@@ -437,7 +434,6 @@ void LLRenderTarget::flush(BOOL fetch_depth)
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
#if !LL_DARWIN
if (!source.mFBO || !mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
@@ -456,7 +452,6 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#endif
}
BOOL LLRenderTarget::isComplete() const
@@ -600,7 +595,6 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, BOOL depth
void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
{
#if !LL_DARWIN
if (color_fmt == 0)
{
return;
@@ -641,12 +635,10 @@ void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
}
mTex.push_back(tex);
#endif
}
void LLMultisampleBuffer::allocateDepth()
{
#if !LL_DARWIN
glGenRenderbuffersEXT(1, (GLuint* ) &mDepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth);
if (mStencil)
@@ -657,6 +649,5 @@ void LLMultisampleBuffer::allocateDepth()
{
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
}
#endif
}