Remove support for GL_POINT_SMOOTH and GL_LINE_SMOOTH antialiasing

These antialiasing techniques have been removed in OpenGL 3.1, they were often executed by the CPU, and Minetest does not use them.
The OpenGL wiki recommends that we do not use this functionality in our program.
https://www.khronos.org/opengl/wiki/Multisampling#Smooth_antialiasing
This commit is contained in:
HybridDog
2024-02-17 22:01:37 +01:00
committed by sfan5
parent 0069837920
commit f91be59811
3 changed files with 28 additions and 74 deletions

View File

@ -125,8 +125,6 @@ bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize,
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CW);
glAlphaFunc(GL_GREATER, 0.f);
@ -1798,33 +1796,15 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
// Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
{
// if (FeatureAvailable[IRR_ARB_multisample])
{
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
glEnable(GL_MULTISAMPLE);
else
glDisable(GL_MULTISAMPLE);
}
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
}
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
glEnable(GL_MULTISAMPLE);
else
glDisable(GL_MULTISAMPLE);
}
// Texture parameters

View File

@ -171,8 +171,6 @@ bool COpenGLDriver::genericDriverInit()
glClearDepth(1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glFrontFace(GL_CW);
// adjust flat coloring scheme to DirectX version
#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
@ -2557,46 +2555,29 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
}
// Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
{
if (FeatureAvailable[IRR_ARB_multisample])
{
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
if ((resetAllRenderStates
|| lastmaterial.AntiAliasing != material.AntiAliasing)
&& FeatureAvailable[IRR_ARB_multisample]) {
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
{
glEnable(GL_MULTISAMPLE_ARB);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
{
glEnable(GL_MULTISAMPLE_ARB);
#ifdef GL_NV_multisample_filter_hint
if (FeatureAvailable[IRR_NV_multisample_filter_hint])
{
if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
else
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
}
#endif
if (FeatureAvailable[IRR_NV_multisample_filter_hint])
{
if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
else
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
}
else
glDisable(GL_MULTISAMPLE_ARB);
}
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
#endif
}
else
glDisable(GL_MULTISAMPLE_ARB);
}
// Texture parameters