mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-09 15:09:50 +03:00
Remove Vulkan support
Anyway it was initial support
This commit is contained in:
+14
-14
@@ -691,7 +691,7 @@ namespace rndr {
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gl_state_active_bind_texture_2d(15, 0);
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if (shadow)
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draw_pass_3d_shadow_reset(rctx);
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shader_opengl::unbind();
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shader::unbind();
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pass_sprite_fg_surf(rctx);
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gl_state_bind_framebuffer(0);
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}
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@@ -791,7 +791,7 @@ namespace rndr {
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shader_data.g_near_far = rctx->g_near_far;
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rctx->contour_params_ubo.WriteMapMemory(shader_data);
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shaders_ft.set_opengl_shader(SHADER_FT_CONTOUR_NPR);
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shaders_ft.set(SHADER_FT_CONTOUR_NPR);
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gl_state_active_bind_texture_2d(16, contour_rt->color_texture->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -843,7 +843,7 @@ void image_filter_scale(render_context* rctx, GLuint dst, GLuint src, const vec4
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rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch);
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uniform_value[U_IMAGE_FILTER] = 5;
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shaders_ft.set_opengl_shader(SHADER_FT_IMGFILT);
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shaders_ft.set(SHADER_FT_IMGFILT);
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rctx->filter_scene_ubo.Bind(0);
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rctx->imgfilter_batch_ubo.Bind(1);
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gl_state_active_bind_texture_2d(0, src);
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@@ -975,7 +975,7 @@ static void draw_pass_shadow_filter(render_context* rctx, render_texture* a1, re
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((float_t*)esm_filter_batch.g_gauss)[i] = (float_t)(exp((double_t)((ssize_t)i * i) * v8) * v6);
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uniform_value[U_LIGHT_PROJ] = enable_lit_proj ? 1 : 0;
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shaders_ft.set_opengl_shader(SHADER_FT_ESMGAUSS);
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shaders_ft.set(SHADER_FT_ESMGAUSS);
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rctx->filter_scene_ubo.Bind(0);
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rctx->esm_filter_batch_ubo.Bind(1);
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@@ -1001,7 +1001,7 @@ static void draw_pass_shadow_filter(render_context* rctx, render_texture* a1, re
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gl_state_active_bind_texture_2d(0, v9);
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render_texture::draw_custom();
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shader_opengl::unbind();
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shader::unbind();
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texture_params_restore(&tex_params[0], &tex_params[1], 0);
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}
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@@ -1034,7 +1034,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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uniform_value[U_ESM_FILTER] = 0;
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shaders_ft.set_opengl_shader(SHADER_FT_ESMFILT);
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shaders_ft.set(SHADER_FT_ESMFILT);
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gl_state_active_bind_texture_2d(0, src_tex);
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render_texture::draw(&shaders_ft);
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@@ -1044,7 +1044,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx,
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rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch);
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uniform_value[U_ESM_FILTER] = 1;
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shaders_ft.set_opengl_shader(SHADER_FT_ESMFILT);
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shaders_ft.set(SHADER_FT_ESMFILT);
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gl_state_active_bind_texture_2d(0, buf_tex);
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render_texture::draw(&shaders_ft);
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texture_params_restore(&tex_params[0], &tex_params[1], &tex_params[2]);
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@@ -1122,7 +1122,7 @@ static void draw_pass_sss_contour(render_context* rctx, post_process* pp) {
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shader_data.g_near_far = rctx->g_near_far;
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rctx->contour_coef_ubo.WriteMapMemory(shader_data);
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shaders_ft.set_opengl_shader(SHADER_FT_CONTOUR);
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shaders_ft.set(SHADER_FT_CONTOUR);
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rctx->contour_coef_ubo.Bind(2);
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render_texture::draw_quad(&shaders_ft, pp->render_width, pp->render_height);
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}
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@@ -1216,7 +1216,7 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* a1) {
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float_t v32 = v31 * v29;
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float_t v33 = 0.6f;
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float_t v34 = 1.0f / clamp_def(v32, 0.25f, 100.0f);
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if (v34 < 0.145) {
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if (v34 < 0.145f) {
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float_t v36 = v34 - 0.02f;
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if (v34 < 0.0f)
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v36 = 0.0f;
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@@ -1230,14 +1230,14 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* a1) {
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glViewport(0, 0, 640, 360);
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post_process* pp = &rctx->post_process;
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uniform_value[U_REDUCE] = 0;
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shaders_ft.set_opengl_shader(SHADER_FT_REDUCE);
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shaders_ft.set(SHADER_FT_REDUCE);
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gl_state_bind_texture_2d(pp->rend_texture.color_texture->tex);
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render_texture::draw_quad(&shaders_ft, 640, 360, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
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}
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a1->textures[2].bind();
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glViewport(0, 0, 320, 180);
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uniform_value[U_SSS_FILTER] = 0;
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shaders_ft.set_opengl_shader(SHADER_FT_SSS_FILT);
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shaders_ft.set(SHADER_FT_SSS_FILT);
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gl_state_bind_texture_2d(a1->textures[0].color_texture->tex);
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render_texture::draw_quad(&shaders_ft, 640, 360, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
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@@ -1254,7 +1254,7 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* a1) {
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a1->textures[1].bind();
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glViewport(0, 0, 320, 180);
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uniform_value[U_SSS_FILTER] = 3;
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shaders_ft.set_opengl_shader(SHADER_FT_SSS_FILT);
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shaders_ft.set(SHADER_FT_SSS_FILT);
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gl_state_bind_texture_2d(a1->textures[2].color_texture->tex);
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rctx->sss_filter_gaussian_coef_ubo.Bind(1);
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render_texture::draw_quad(&shaders_ft, 320, 180, 1.0f, 1.0f, 0.96f, 1.0f, 0.0f);
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@@ -1416,7 +1416,7 @@ static void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable,
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rctx->transparency_batch_ubo.WriteMapMemory(shader_data);
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pp->buf_texture.bind();
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shaders_ft.set_opengl_shader(SHADER_FT_TRANSPARENCY);
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shaders_ft.set(SHADER_FT_TRANSPARENCY);
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rctx->transparency_batch_ubo.Bind(0);
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gl_state_active_bind_texture_2d(0, pp->transparency_texture.color_texture->tex);
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gl_state_active_bind_texture_2d(1, pp->rend_texture.color_texture->tex);
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@@ -1543,7 +1543,7 @@ static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src,
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uniform_value[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0;
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gl_state_bind_vertex_array(rctx->box_vao);
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shaders_ft.set_opengl_shader(SHADER_FT_IMGFILT);
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shaders_ft.set(SHADER_FT_IMGFILT);
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rctx->filter_scene_ubo.Bind(0);
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rctx->imgfilter_batch_ubo.Bind(1);
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gl_state_active_bind_texture_2d(0, src);
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