togles: use sampler objects by default

This commit is contained in:
nillerusr
2022-08-03 16:21:23 +03:00
parent 1aa326b7f2
commit 50ff9922a6
3 changed files with 17 additions and 18 deletions
+3 -16
View File
@@ -2359,22 +2359,9 @@ static uint gPersistentBufferSize[kGLMNumBufferTypes] =
GLMContext::GLMContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params )
{
// m_bUseSamplerObjects = true;
//
// // On most AMD drivers (like the current latest, 12.10 Windows), the PCF depth comparison mode doesn't work on sampler objects, so just punt them.
// if ( gGL->m_nDriverProvider == cGLDriverProviderAMD )
// {
// m_bUseSamplerObjects = false;
// }
// if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
// {
// Disable sampler object usage for now since ScaleForm isn't aware of them
// and doesn't know how to push/pop their binding state. It seems we don't
// really use them in this codebase anyhow, except to preload textures.
m_bUseSamplerObjects = false;
if ( CommandLine()->CheckParm( "-gl_enablesamplerobjects" ) )
m_bUseSamplerObjects = true;
m_bUseSamplerObjects = true;
if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
m_bUseSamplerObjects = false;
// Try to get some more free memory by relying on driver host copies instead of ours.
// In some cases the driver will be able to discard their own host copy and rely on GPU