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https://github.com/mauiaaron/apple2.git
synced 2024-10-01 20:58:29 +00:00
Remove a bunch of deadc0de
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1e97564ea7
commit
c162617234
@ -52,7 +52,6 @@ typedef struct ShaderInfo {
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UT_hash_handle hh;
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} ShaderInfo;
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static GLuint colorRenderbuffer = 0;
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static int windowWidth = SCANWIDTH*1.5;
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static int windowHeight = SCANHEIGHT*1.5;
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@ -60,7 +59,6 @@ static int viewportX = 0;
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static int viewportY = 0;
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static int viewportWidth = SCANWIDTH*1.5;
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static int viewportHeight = SCANHEIGHT*1.5;
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//static GLuint depthRenderbuffer = 0;
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#if 0
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static matT translation = {};
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@ -224,33 +222,8 @@ static void _generate_crt_object(void) {
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static void vdriver_init_common(void) {
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glGenRenderbuffers(1, &colorRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
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_generate_crt_object();
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// Extract width and height from the color buffer.
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int width, height;
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
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#if 0
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// Create a depth buffer that has the same size as the color buffer.
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glGenRenderbuffers(1, &depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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#endif
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// Create the framebuffer object.
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GLuint framebuffer = 0;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
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//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
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GL_ERRLOG("renderbuffer setup");
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// Create the GLSL program.
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_create_gl_program();
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// Extract the handles to attributes and uniforms
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@ -277,7 +250,7 @@ static void vdriver_init_common(void) {
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D, /*level*/0, /*internal format*/GL_RGBA, width, height, /*border*/0, /*format*/GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, /*level*/0, /*internal format*/GL_RGBA, windowWidth, windowHeight, /*border*/0, /*format*/GL_RGBA, GL_UNSIGNED_BYTE, 0);
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GL_ERRLOG("glTexImage2D");
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// Initialize various state
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@ -298,10 +271,6 @@ static void vdriver_init_common(void) {
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translation = mat4_translate_xyz(0.f, 0.f, -7.f, MAT4);
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#endif
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#if !defined(__APPLE__)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GL_ERRLOG("bind main framebuffer");
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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ERRQUIT("framebuffer status: %04X", status);
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