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internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
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351ef9fbb7
commit
3fafc05411
@ -931,10 +931,6 @@ func (g *Graphics) IsDirectX() bool {
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return true
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}
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func (g *Graphics) HasHighPrecisionFloat() bool {
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return true
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}
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func (g *Graphics) MaxImageSize() int {
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return _D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION
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}
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@ -55,7 +55,6 @@ type Graphics interface {
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NeedsClearingScreen() bool
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IsGL() bool
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IsDirectX() bool
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HasHighPrecisionFloat() bool
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MaxImageSize() int
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NewShader(program *shaderir.Program) (Shader, error)
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@ -1076,10 +1076,6 @@ func (g *Graphics) IsDirectX() bool {
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return false
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}
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func (g *Graphics) HasHighPrecisionFloat() bool {
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return true
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}
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func (g *Graphics) MaxImageSize() int {
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if g.maxImageSize != 0 {
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return g.maxImageSize
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@ -116,13 +116,3 @@ func (c *context) getMaxTextureSize() int {
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})
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return c.maxTextureSize
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}
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// highpPrecision represents an enough mantissa of float values in a shader.
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const highpPrecision = 23
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func (c *context) hasHighPrecisionFloat() bool {
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c.highpOnce.Do(func() {
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c.highp = c.getShaderPrecisionFormatPrecision() >= highpPrecision
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})
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return c.highp
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}
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@ -480,12 +480,6 @@ func (c *context) maxTextureSizeImpl() int {
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return int(s)
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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// glGetShaderPrecisionFormat is not defined at OpenGL 2.0. Assume that desktop environments always have
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// enough highp precision.
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return highpPrecision
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}
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func (c *context) flush() {
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gl.Flush()
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}
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@ -600,11 +600,6 @@ func (c *context) maxTextureSizeImpl() int {
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return gl.getParameter.Invoke(gles.MAX_TEXTURE_SIZE).Int()
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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gl := c.gl
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return gl.getShaderPrecisionFormat.Invoke(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT).Get("precision").Int()
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}
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func (c *context) flush() {
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gl := c.gl
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gl.flush.Invoke()
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@ -443,11 +443,6 @@ func (c *context) maxTextureSizeImpl() int {
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return int(v[0])
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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_, _, p := c.ctx.GetShaderPrecisionFormat(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT)
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return p
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}
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func (c *context) flush() {
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c.ctx.Flush()
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}
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@ -396,10 +396,6 @@ func (g *Graphics) IsDirectX() bool {
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return false
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}
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func (g *Graphics) HasHighPrecisionFloat() bool {
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return g.context.hasHighPrecisionFloat()
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}
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func (g *Graphics) MaxImageSize() int {
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return g.context.getMaxTextureSize()
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}
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