Use GLAD to retrieve glDiscardFramebufferEXT

This commit is contained in:
ROllerozxa 2026-01-09 21:46:05 +01:00
commit 5465fb7aef
2 changed files with 3 additions and 23 deletions

View file

@ -164,7 +164,7 @@ disconnect_all(entity *e, void *userdata)
e->disconnect_all();
}
void (* _glDiscardFramebufferEXT)(GLenum target, GLsizei num, const GLenum *d) = 0;
static int shader_loader(int step);
static int level_loader(int step);
@ -185,13 +185,8 @@ gi_end(void)
if (!settings["shadow_map_depth_texture"]->is_true()) {
GLenum discards[] = {GL_DEPTH_ATTACHMENT};
if (settings["discard_framebuffer"]->v.b && _glDiscardFramebufferEXT == 0) {
_glDiscardFramebufferEXT = (void (*)(GLenum , GLsizei , const GLenum *))SDL_GL_GetProcAddress("glDiscardFramebufferEXT");
}
if (_glDiscardFramebufferEXT) {
_glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
}
if (glad_glDiscardFramebufferEXT)
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
}
glEnable(GL_CULL_FACE);
@ -280,16 +275,6 @@ end(void)
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
#if 0
if (settings["postprocess"]->v.b) {
GLenum discards[] = {GL_DEPTH_ATTACHMENT};
if (settings["discard_framebuffer"]->v.b && _glDiscardFramebufferEXT) {
_glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
}
}
#endif
}
void
@ -1228,10 +1213,6 @@ tproject_quit(void)
void
setup_opengl_settings()
{
if (settings["discard_framebuffer"]->is_uninitialized()) {
settings["discard_framebuffer"]->v.b = ((bool)strstr(_tms.gl_extensions, "discard_framebuffer") ? 1 : 0);
}
#ifdef TMS_BACKEND_MOBILE
if (settings["shadow_map_precision"]->is_uninitialized()) {
settings["shadow_map_precision"]->v.i = 0;

View file

@ -83,7 +83,6 @@ _settings::init()
// Postprocessing
this->add("postprocess", S_BOOL, false);
this->add("enable_bloom", S_BOOL, false);
this->add("discard_framebuffer",S_BOOL, -1);
this->add("gamma_correct", S_BOOL, GAMMA_CORRECT_DEFAULT);
// VSync