mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: Make GL_ARB_draw_buffers_blend optinal for limited DX10 drivers
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72b828ef0d
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@ -84,6 +84,8 @@ PFNGLFENCESYNCPROC gl_FenceSync = NU
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PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
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PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
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PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
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PFNGLBLENDEQUATIONSEPARATEPROC gl_BlendEquationSeparate = NULL;
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PFNGLBLENDFUNCSEPARATEPROC gl_BlendFuncSeparate = NULL;
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// GL4.0
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PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv = NULL;
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// GL4.1
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@ -326,6 +328,7 @@ namespace GLLoader {
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bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
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bool found_GL_EXT_texture_filter_anisotropic = false;
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bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
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bool found_GL_ARB_draw_buffers_blend = false; // DX10 GPU limited driver on windows!
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// Note: except Apple, all drivers support explicit uniform location
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bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine and bindless texture
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@ -345,7 +348,6 @@ namespace GLLoader {
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// Mandatory
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_ARB_shading_language_420pack = false;
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bool found_GL_ARB_draw_buffers_blend = false; // could be easily be optional, but I'm lazy
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static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
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{
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@ -475,7 +477,7 @@ namespace GLLoader {
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status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
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// GL4.0
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status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5");
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status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend", true);
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status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend");
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// GL4.1
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status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects");
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status &= status_and_override(found_GL_ARB_shader_subroutine, "GL_ARB_shader_subroutine");
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@ -268,6 +268,8 @@ extern PFNGLFENCESYNCPROC gl_FenceSync;
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extern PFNGLDELETESYNCPROC gl_DeleteSync;
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extern PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync;
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extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange;
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extern PFNGLBLENDEQUATIONSEPARATEPROC gl_BlendEquationSeparate;
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extern PFNGLBLENDFUNCSEPARATEPROC gl_BlendFuncSeparate;
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// GL4.0
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extern PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv;
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// GL4.1
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@ -99,12 +99,18 @@ public:
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if (GLState::eq_RGB != m_equation_RGB) {
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GLState::eq_RGB = m_equation_RGB;
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if (gl_BlendEquationSeparateiARB)
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gl_BlendEquationSeparateiARB(0, m_equation_RGB, GL_FUNC_ADD);
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else
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gl_BlendEquationSeparate(m_equation_RGB, GL_FUNC_ADD);
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}
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if (GLState::f_sRGB != m_func_sRGB || GLState::f_dRGB != m_func_dRGB) {
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GLState::f_sRGB = m_func_sRGB;
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GLState::f_dRGB = m_func_dRGB;
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if (gl_BlendFuncSeparateiARB)
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gl_BlendFuncSeparateiARB(0, m_func_sRGB, m_func_dRGB, GL_ONE, GL_ZERO);
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else
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gl_BlendFuncSeparate(m_func_sRGB, m_func_dRGB, GL_ONE, GL_ZERO);
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}
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}
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}
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@ -27,14 +27,14 @@ void GSWndGL::PopulateGlFunction()
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{
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*(void**)&(gl_ActiveTexture) = GetProcAddress("glActiveTexture");
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*(void**)&(gl_BlendColor) = GetProcAddress("glBlendColor");
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*(void**)&(gl_BlendEquationSeparate) = GetProcAddress("glBlendEquationSeparate");
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*(void**)&(gl_BlendFuncSeparate) = GetProcAddress("glBlendFuncSeparate");
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*(void**)&(gl_AttachShader) = GetProcAddress("glAttachShader");
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*(void**)&(gl_BindBuffer) = GetProcAddress("glBindBuffer");
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*(void**)&(gl_BindBufferBase) = GetProcAddress("glBindBufferBase");
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*(void**)&(gl_BindFramebuffer) = GetProcAddress("glBindFramebuffer");
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*(void**)&(gl_BindSampler) = GetProcAddress("glBindSampler");
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*(void**)&(gl_BindVertexArray) = GetProcAddress("glBindVertexArray");
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*(void**)&(gl_BlendEquationSeparateiARB) = GetProcAddress("glBlendEquationSeparateiARB");
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*(void**)&(gl_BlendFuncSeparateiARB) = GetProcAddress("glBlendFuncSeparateiARB");
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*(void**)&(gl_BlitFramebuffer) = GetProcAddress("glBlitFramebuffer");
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*(void**)&(gl_BufferData) = GetProcAddress("glBufferData");
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*(void**)&(gl_CheckFramebufferStatus) = GetProcAddress("glCheckFramebufferStatus");
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@ -81,6 +81,8 @@ void GSWndGL::PopulateGlFunction()
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*(void**)&(gl_FlushMappedBufferRange) = GetProcAddress("glFlushMappedBufferRange");
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// GL4.0
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*(void**)&(gl_UniformSubroutinesuiv) = GetProcAddress("glUniformSubroutinesuiv", true);
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*(void**)&(gl_BlendEquationSeparateiARB) = GetProcAddress("glBlendEquationSeparateiARB", true);
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*(void**)&(gl_BlendFuncSeparateiARB) = GetProcAddress("glBlendFuncSeparateiARB", true);
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// GL4.1
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*(void**)&(gl_CreateShaderProgramv) = GetProcAddress("glCreateShaderProgramv", true);
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*(void**)&(gl_BindProgramPipeline) = GetProcAddress("glBindProgramPipeline", true);
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