Removed code for tesselation and geometry shader detection

This commit is contained in:
Alex Szpakowski
2013-01-24 18:26:40 -04:00
parent f016840ed0
commit 5cae5ea37e
2 changed files with 4 additions and 20 deletions
+2 -14
View File
@@ -89,7 +89,7 @@ Shader::~Shader()
unloadVolatile(); unloadVolatile();
} }
GLuint Shader::compileShaderCode(ShaderType type, const std::string &code) GLuint Shader::compileCode(ShaderType type, const std::string &code)
{ {
GLenum glshadertype; GLenum glshadertype;
const char *shadertypename = NULL; const char *shadertypename = NULL;
@@ -100,18 +100,6 @@ GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
glshadertype = GL_VERTEX_SHADER; glshadertype = GL_VERTEX_SHADER;
shadertypename = "vertex"; shadertypename = "vertex";
break; 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: case TYPE_FRAGMENT:
glshadertype = GL_FRAGMENT_SHADER; glshadertype = GL_FRAGMENT_SHADER;
shadertypename = "fragment"; shadertypename = "fragment";
@@ -202,7 +190,7 @@ bool Shader::loadVolatile()
ShaderSources::const_iterator source; ShaderSources::const_iterator source;
for (source = _shadersources.begin(); source != _shadersources.end(); ++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); shaderids.push_back(shaderid);
} }
+1 -5
View File
@@ -43,13 +43,9 @@ public:
// pointer to currently active Shader. // pointer to currently active Shader.
static Shader *current; static Shader *current;
// Only vertex and fragment shaders have guaranteed support in all Shaders.
enum ShaderType enum ShaderType
{ {
TYPE_VERTEX, TYPE_VERTEX,
TYPE_TESSCONTROL,
TYPE_TESSEVAL,
TYPE_GEOMETRY,
TYPE_FRAGMENT, TYPE_FRAGMENT,
TYPE_MAX_ENUM TYPE_MAX_ENUM
}; };
@@ -130,7 +126,7 @@ private:
GLint getUniformLocation(const std::string &name); GLint getUniformLocation(const std::string &name);
void checkSetUniformError(); void checkSetUniformError();
GLuint compileShaderCode(ShaderType type, const std::string &code); GLuint compileCode(ShaderType type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids); void createProgram(const std::vector<GLuint> &shaderids);
int getTextureUnit(const std::string &name); int getTextureUnit(const std::string &name);