Move the GLSL extension checks over here so it is nicer.
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7cb3d86e31
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@ -80,16 +80,6 @@ void PixelShaderCache::Init()
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pSetPSConstant4fv = SetGLSLPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
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pCompilePixelShader = CompileGLSLPixelShader;
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// Should this be set here?
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_Config.backend_info.bSupportsGLSLBinding = true;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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g_Config.backend_info.bSupportsGLSLUBO = true;
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UpdateActiveConfig();
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OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False").c_str(), 5000);
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}
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else
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{
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@ -315,6 +315,17 @@ Renderer::Renderer()
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if (glewIsSupported("GL_ARB_shading_language_420pack"))
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g_Config.backend_info.bSupportsGLSLBinding = true;
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if (glewIsSupported("GL_ARB_uniform_buffer_object"))
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g_Config.backend_info.bSupportsGLSLUBO = true;
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UpdateActiveConfig();
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OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False").c_str(), 5000);
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s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
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s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
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s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode);
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