mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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513789c2c7
commit
26fd24fbab
43 changed files with 35 additions and 356 deletions
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@ -31,7 +31,7 @@
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#include "gfx/gfxDevice.h"
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#include "core/util/safeDelete.h"
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#if defined( TORQUE_OS_WIN ) || defined( TORQUE_OS_XBOX )
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#if defined( TORQUE_OS_WIN )
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# include "lighting/advanced/hlsl/gBufferConditionerHLSL.h"
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# include "lighting/advanced/hlsl/advancedLightingFeaturesHLSL.h"
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#endif
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@ -248,10 +248,6 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
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meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
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#ifdef TORQUE_OS_XENON
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meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
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meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
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#else
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// The gbuffer has no mipmaps, so use tex2dlod when
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// possible so that the shader compiler can optimize.
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meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
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@ -259,7 +255,6 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
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meta->addStatement( new GenOp( " #else\r\n" ) );
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meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
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meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
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#endif
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// We don't use this way of passing var's around, so this should cause a crash
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// if something uses this improperly
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@ -265,10 +265,6 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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meta->addStatement( new GenOp( " // Sampler g-buffer\r\n" ) );
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#ifdef TORQUE_OS_XENON
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meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
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meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
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#else
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// The gbuffer has no mipmaps, so use tex2dlod when
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// possible so that the shader compiler can optimize.
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meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
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@ -280,7 +276,6 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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meta->addStatement(new GenOp(" #else\r\n"));
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meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV));
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meta->addStatement(new GenOp(" #endif\r\n\r\n"));
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#endif
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// We don't use this way of passing var's around, so this should cause a crash
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// if something uses this improperly
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