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togles: use sampler objects by default
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@@ -2359,22 +2359,9 @@ static uint gPersistentBufferSize[kGLMNumBufferTypes] =
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GLMContext::GLMContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params )
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{
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// m_bUseSamplerObjects = true;
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//
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// // 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.
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// if ( gGL->m_nDriverProvider == cGLDriverProviderAMD )
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// {
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// m_bUseSamplerObjects = false;
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// }
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// if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
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// {
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// Disable sampler object usage for now since ScaleForm isn't aware of them
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// and doesn't know how to push/pop their binding state. It seems we don't
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// really use them in this codebase anyhow, except to preload textures.
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m_bUseSamplerObjects = false;
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if ( CommandLine()->CheckParm( "-gl_enablesamplerobjects" ) )
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m_bUseSamplerObjects = true;
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m_bUseSamplerObjects = true;
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if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
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m_bUseSamplerObjects = false;
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// Try to get some more free memory by relying on driver host copies instead of ours.
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// In some cases the driver will be able to discard their own host copy and rely on GPU
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