Cleanup: remove unused GPU code.
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@ -38,9 +38,6 @@ extern "C" {
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/* GPU extensions support */
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bool GPU_full_non_power_of_two_support(void);
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bool GPU_bicubic_bump_support(void);
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int GPU_max_texture_size(void);
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int GPU_max_texture_layers(void);
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int GPU_max_textures(void);
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@ -265,18 +265,6 @@ void gpu_extensions_exit(void)
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GPU_invalid_tex_free();
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}
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bool GPU_full_non_power_of_two_support(void)
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{
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/* always supported on full GL but still relevant for OpenGL ES 2.0 where
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* NPOT textures can't use mipmaps or repeat wrap mode */
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return true;
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}
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bool GPU_bicubic_bump_support(void)
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{
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return GLEW_VERSION_4_0 || (GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0);
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}
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int GPU_color_depth(void)
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{
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return GG.colordepth;
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@ -258,9 +258,6 @@ static void gpu_shader_standard_defines(
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else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
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strcat(defines, "#define GPU_INTEL\n");
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if (GPU_bicubic_bump_support())
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strcat(defines, "#define BUMP_BICUBIC\n");
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): Check whether we actually compiling shader for
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* the OpenSubdiv mesh.
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