support for gl4 tesselation shaders. glsl code is available separately.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4787 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2014-11-05 05:54:29 +00:00
parent 5a33efb14e
commit a1c2689d1f
3 changed files with 5 additions and 5 deletions

View File

@ -1832,7 +1832,7 @@ static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned i
if (shaderstate.batchvbo && shaderstate.batchvbo->numbones)
{
if (p->permu[perm|PERMUTATION_SKELETAL].handle.glsl)
if (p->permu[perm|PERMUTATION_SKELETAL].handle.hlsl.vert)
perm |= PERMUTATION_SKELETAL;
else
return;

View File

@ -2701,7 +2701,6 @@ static void BE_SendPassBlendDepthMask(unsigned int sbits)
#endif
}
#define GL_PATCHES_ARB 0xe
static void BE_SubmitMeshChain(qboolean usetesselation)
{
int startv, starti, endv, endi;
@ -2715,8 +2714,7 @@ static void BE_SubmitMeshChain(qboolean usetesselation)
if (shaderstate.curpatchverts != m)
{
shaderstate.curpatchverts = m;
#define GL_PATCH_VERTICES 0x8E72
qglPatchParameteriARB(GL_PATCH_VERTICES, m);
qglPatchParameteriARB(GL_PATCH_VERTICES_ARB, m);
}
batchtype = GL_PATCHES_ARB;
}

View File

@ -579,7 +579,9 @@ typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#endif
#ifndef GL_ARB_vertex_shader
#ifndef GL_ARB_tessellation_shader
#define GL_PATCHES_ARB 0xE
#define GL_PATCH_VERTICES_ARB 0x8E72
#define GL_TESS_EVALUATION_SHADER_ARB 0x8E87
#define GL_TESS_CONTROL_SHADER_ARB 0x8E88
#endif