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Removed code for tesselation and geometry shader detection

Alex Szpakowski 12 years ago
parent
commit
5cae5ea37e
2 changed files with 4 additions and 20 deletions
  1. 2 14
      src/modules/graphics/opengl/Shader.cpp
  2. 2 6
      src/modules/graphics/opengl/Shader.h

+ 2 - 14
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);
 	}
 

+ 2 - 6
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<GLuint> &shaderids);
 
 	int getTextureUnit(const std::string &name);