mirror of https://github.com/PCSX2/pcsx2.git
GSdx ogl sw: Move GL_ARB_copy_image to optional
Move GL_ARB_copy_image to optional for OpenGL SW render. It will allow Ivy Bridge to work with OpenGL SW as it's not required. Sandy Bridge is not yet tested , would be nice if someone could test.
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2940320930
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@ -424,7 +424,7 @@ namespace GLLoader {
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status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
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status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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// GL4.3
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// GL4.3
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status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image", true);
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status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image", required_for_hw);
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status &= status_and_override(found_GL_KHR_debug, "GL_KHR_debug", true);
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status &= status_and_override(found_GL_KHR_debug, "GL_KHR_debug", true);
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// GL4.4
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// GL4.4
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true);
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true);
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@ -370,6 +370,7 @@ namespace GLLoader {
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// GL
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// GL
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extern bool found_geometry_shader;
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extern bool found_geometry_shader;
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extern bool found_GL_ARB_copy_image;
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extern bool found_GL_ARB_clip_control;
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extern bool found_GL_ARB_clip_control;
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extern bool found_GL_ARB_gpu_shader5;
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extern bool found_GL_ARB_gpu_shader5;
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extern bool found_GL_ARB_shader_image_load_store;
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extern bool found_GL_ARB_shader_image_load_store;
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@ -1243,6 +1243,7 @@ void GSDeviceOGL::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r
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PSSetShaderResource(6, sTex);
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PSSetShaderResource(6, sTex);
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#endif
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#endif
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ASSERT(GLLoader::found_GL_ARB_copy_image && glCopyImageSubData);
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glCopyImageSubData( sid, GL_TEXTURE_2D,
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glCopyImageSubData( sid, GL_TEXTURE_2D,
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0, r.x, r.y, 0,
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0, r.x, r.y, 0,
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did, GL_TEXTURE_2D,
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did, GL_TEXTURE_2D,
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@ -121,7 +121,7 @@ void GSWndGL::PopulateGlFunction()
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GL_EXT_LOAD_OPT(glBindImageTexture);
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GL_EXT_LOAD_OPT(glBindImageTexture);
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GL_EXT_LOAD_OPT(glMemoryBarrier);
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GL_EXT_LOAD_OPT(glMemoryBarrier);
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// GL4.3
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// GL4.3
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GL_EXT_LOAD(glCopyImageSubData);
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GL_EXT_LOAD_OPT(glCopyImageSubData);
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GL_EXT_LOAD_OPT(glInvalidateTexImage);
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GL_EXT_LOAD_OPT(glInvalidateTexImage);
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GL_EXT_LOAD(glPushDebugGroup);
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GL_EXT_LOAD(glPushDebugGroup);
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GL_EXT_LOAD(glPopDebugGroup);
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GL_EXT_LOAD(glPopDebugGroup);
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@ -340,6 +340,7 @@ void GSdxApp::Init()
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m_default_configuration["osd_transparency"] = "25";
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m_default_configuration["osd_transparency"] = "25";
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m_default_configuration["osd_max_log_messages"] = "3";
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m_default_configuration["osd_max_log_messages"] = "3";
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m_default_configuration["override_geometry_shader"] = "-1";
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m_default_configuration["override_geometry_shader"] = "-1";
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m_default_configuration["override_GL_ARB_copy_image"] = "-1";
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m_default_configuration["override_GL_ARB_clear_texture"] = "-1";
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m_default_configuration["override_GL_ARB_clear_texture"] = "-1";
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m_default_configuration["override_GL_ARB_clip_control"] = "-1";
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m_default_configuration["override_GL_ARB_clip_control"] = "-1";
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m_default_configuration["override_GL_ARB_direct_state_access"] = "-1";
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m_default_configuration["override_GL_ARB_direct_state_access"] = "-1";
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