Removing NV command list path, as it's unused and untested.

This commit is contained in:
Ben Vanik
2015-07-01 07:36:12 -07:00
parent 0ebee76bfe
commit 4732378ba9
8 changed files with 45 additions and 193 deletions

View File

@@ -126,15 +126,6 @@ std::string GL4Shader::GetFooter() {
bool GL4Shader::PrepareVertexArrayObject() {
glCreateVertexArrays(1, &vao_);
bool has_bindless_vbos = false;
if (FLAGS_vendor_gl_extensions && GLEW_NV_vertex_buffer_unified_memory) {
has_bindless_vbos = true;
// Nasty, but no DSA for this.
glBindVertexArray(vao_);
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
}
uint32_t el_index = 0;
for (uint32_t buffer_index = 0; buffer_index < buffer_inputs_.count;
++buffer_index) {
@@ -198,24 +189,12 @@ bool GL4Shader::PrepareVertexArrayObject() {
}
glEnableVertexArrayAttrib(vao_, el_index);
if (has_bindless_vbos) {
// NOTE: MultiDrawIndirectBindlessMumble doesn't handle separate
// vertex bindings/formats.
glVertexAttribFormat(el_index, comp_count, comp_type, el.is_normalized,
el.offset_words * 4);
glVertexArrayVertexBuffer(vao_, el_index, 0, 0, desc.stride_words * 4);
} else {
glVertexArrayAttribBinding(vao_, el_index, buffer_index);
glVertexArrayAttribFormat(vao_, el_index, comp_count, comp_type,
el.is_normalized, el.offset_words * 4);
}
glVertexArrayAttribBinding(vao_, el_index, buffer_index);
glVertexArrayAttribFormat(vao_, el_index, comp_count, comp_type,
el.is_normalized, el.offset_words * 4);
}
}
if (has_bindless_vbos) {
glBindVertexArray(0);
}
return true;
}