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https://github.com/AleziaKurdis/overte.git
synced 2025-04-18 00:47:30 +02:00
Use feature name for ifdef
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parent
838b637591
commit
52885545ea
4 changed files with 13 additions and 10 deletions
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@ -9,8 +9,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef gpu__GPUConfig__
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#define gpu__GPUConfig__
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#ifndef hifi_gpu_GPUConfig_h
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#define hifi_gpu_GPUConfig_h
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#define GL_GLEXT_PROTOTYPES 1
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@ -38,8 +38,6 @@
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#define GPU_FEATURE_PROFILE GPU_CORE
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#define GPU_INPUT_PROFILE GPU_CORE_43
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#elif defined(ANDROID)
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#else
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#include <GL/glew.h>
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@ -50,4 +48,9 @@
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#endif
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#if (GPU_INPUT_PROFILE == GPU_CORE_43)
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#define GPU_SSBO_DRAW_CALL_INFO
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#endif
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#endif // hifi_gpu_GPUConfig_h
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@ -30,7 +30,7 @@ namespace gpu {
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enum ReservedSlot {
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#ifdef WIN32
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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TRANSFORM_OBJECT_SLOT = 6,
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#else
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TRANSFORM_OBJECT_SLOT = 31,
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@ -92,7 +92,7 @@ void makeBindings(GLBackend::GLShader* shader) {
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// now assign the ubo binding, then DON't relink!
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//Check for gpu specific uniform slotBindings
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#ifdef WIN32
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
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if (loc >= 0) {
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glShaderStorageBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
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@ -62,7 +62,7 @@ void GLBackend::initTransform() {
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glGenBuffers(1, &_transform._objectBuffer);
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glGenBuffers(1, &_transform._cameraBuffer);
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glGenBuffers(1, &_transform._drawCallInfoBuffer);
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#ifndef WIN32
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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glGenTextures(1, &_transform._objectBufferTexture);
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#endif
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size_t cameraSize = sizeof(TransformCamera);
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@ -75,7 +75,7 @@ void GLBackend::killTransform() {
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glDeleteBuffers(1, &_transform._objectBuffer);
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glDeleteBuffers(1, &_transform._cameraBuffer);
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glDeleteBuffers(1, &_transform._drawCallInfoBuffer);
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#ifndef WIN32
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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glDeleteTextures(1, &_transform._objectBufferTexture);
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#endif
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}
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@ -143,7 +143,7 @@ void GLBackend::TransformStageState::transfer(const Batch& batch) const {
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bufferData.resize(byteSize);
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memcpy(bufferData.data(), batch._objects.data(), byteSize);
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#ifdef WIN32
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _objectBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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@ -169,7 +169,7 @@ void GLBackend::TransformStageState::transfer(const Batch& batch) const {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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#ifdef WIN32
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _objectBuffer);
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#else
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glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT);
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