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ShaderGen: Drop DRIVER_V3D and DRIVER_POWERVR macros
They're not needed anymore.
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cc3bc120a4
commit
1e930c4063
@ -210,17 +210,6 @@ void ShaderGen::WriteHeader(std::stringstream& ss, bool enable_rov /* = false */
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if (GLAD_GL_ARB_blend_func_extended)
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if (GLAD_GL_ARB_blend_func_extended)
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ss << "#extension GL_ARB_blend_func_extended : require\n";
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ss << "#extension GL_ARB_blend_func_extended : require\n";
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}
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}
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// Test for V3D driver - we have to fudge coordinates slightly.
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if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
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std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "V3D"))
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{
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ss << "#define DRIVER_V3D 1\n";
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}
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else if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "PowerVR"))
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{
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ss << "#define DRIVER_POWERVR 1\n";
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}
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}
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}
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else if (m_shader_language == GPUShaderLanguage::GLSL)
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else if (m_shader_language == GPUShaderLanguage::GLSL)
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{
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{
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