From 5cae5ea37e97afee334ec8e831d43a717665d6e0 Mon Sep 17 00:00:00 2001 From: Alex Szpakowski Date: Thu, 24 Jan 2013 18:26:40 -0400 Subject: [PATCH] Removed code for tesselation and geometry shader detection --- src/modules/graphics/opengl/Shader.cpp | 16 ++-------------- src/modules/graphics/opengl/Shader.h | 8 ++------ 2 files changed, 4 insertions(+), 20 deletions(-) diff --git a/src/modules/graphics/opengl/Shader.cpp b/src/modules/graphics/opengl/Shader.cpp index 82480d9af..52c81af22 100644 --- a/src/modules/graphics/opengl/Shader.cpp +++ b/src/modules/graphics/opengl/Shader.cpp @@ -89,7 +89,7 @@ Shader::~Shader() unloadVolatile(); } -GLuint Shader::compileShaderCode(ShaderType type, const std::string &code) +GLuint Shader::compileCode(ShaderType type, const std::string &code) { GLenum glshadertype; const char *shadertypename = NULL; @@ -100,18 +100,6 @@ GLuint Shader::compileShaderCode(ShaderType type, const std::string &code) glshadertype = GL_VERTEX_SHADER; shadertypename = "vertex"; break; - case TYPE_TESSCONTROL: - glshadertype = GL_TESS_CONTROL_SHADER; - shadertypename = "tesselation control"; - break; - case TYPE_TESSEVAL: - glshadertype = GL_TESS_EVALUATION_SHADER; - shadertypename = "tesselation evaluation"; - break; - case TYPE_GEOMETRY: - glshadertype = GL_GEOMETRY_SHADER; - shadertypename = "geometry"; - break; case TYPE_FRAGMENT: glshadertype = GL_FRAGMENT_SHADER; shadertypename = "fragment"; @@ -202,7 +190,7 @@ bool Shader::loadVolatile() ShaderSources::const_iterator source; for (source = _shadersources.begin(); source != _shadersources.end(); ++source) { - GLuint shaderid = compileShaderCode(source->first, source->second); + GLuint shaderid = compileCode(source->first, source->second); shaderids.push_back(shaderid); } diff --git a/src/modules/graphics/opengl/Shader.h b/src/modules/graphics/opengl/Shader.h index 50c158e60..67120d12d 100644 --- a/src/modules/graphics/opengl/Shader.h +++ b/src/modules/graphics/opengl/Shader.h @@ -42,14 +42,10 @@ public: // pointer to currently active Shader. static Shader *current; - - // Only vertex and fragment shaders have guaranteed support in all Shaders. + enum ShaderType { TYPE_VERTEX, - TYPE_TESSCONTROL, - TYPE_TESSEVAL, - TYPE_GEOMETRY, TYPE_FRAGMENT, TYPE_MAX_ENUM }; @@ -130,7 +126,7 @@ private: GLint getUniformLocation(const std::string &name); void checkSetUniformError(); - GLuint compileShaderCode(ShaderType type, const std::string &code); + GLuint compileCode(ShaderType type, const std::string &code); void createProgram(const std::vector &shaderids); int getTextureUnit(const std::string &name);