mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: drop GL_NV_depth_clamp extension
superseeded by GL_ARB_clip_control
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4659184cc1
commit
9d8d702aa6
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@ -118,8 +118,6 @@ PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentARB = NU
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PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
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PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
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PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
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PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
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PFNGLDEPTHRANGEDNVPROC gl_DepthRangedNV = NULL;
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// GL4.5
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// GL4.5
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PFNGLCREATETEXTURESPROC gl_CreateTextures = NULL;
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PFNGLCREATETEXTURESPROC gl_CreateTextures = NULL;
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PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D = NULL;
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PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D = NULL;
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@ -173,8 +171,6 @@ namespace GLLoader {
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bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
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bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
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bool found_GL_ARB_shader_subroutine = false;
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bool found_GL_ARB_shader_subroutine = false;
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bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
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bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
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// Surely recent hardware
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bool found_GL_NV_depth_buffer_float = false;
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// GL4.5 for the future (dx10/dx11 compatibility)
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// GL4.5 for the future (dx10/dx11 compatibility)
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_clip_control = false;
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@ -312,7 +308,9 @@ namespace GLLoader {
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#endif
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#endif
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#ifdef GLBINDLESS // Need to debug the code first
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#ifdef GLBINDLESS // Need to debug the code first
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if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
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if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
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#endif
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// GL4.5
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if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
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if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
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#ifdef ENABLE_GLES
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#ifdef ENABLE_GLES
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fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
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fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
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@ -343,7 +341,6 @@ namespace GLLoader {
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status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
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status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
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status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
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status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
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status &= status_and_override(found_GL_NV_depth_buffer_float,"GL_NV_depth_buffer_float");
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status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control");
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status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control");
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// Mandatory extension in DSA mode
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// Mandatory extension in DSA mode
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@ -302,8 +302,6 @@ extern PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentA
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extern PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB;
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extern PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB;
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extern PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB;
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extern PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB;
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extern PFNGLDEPTHRANGEDNVPROC gl_DepthRangedNV;
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// GL4.5
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// GL4.5
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extern PFNGLCREATETEXTURESPROC gl_CreateTextures;
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extern PFNGLCREATETEXTURESPROC gl_CreateTextures;
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extern PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D;
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extern PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D;
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@ -435,7 +433,6 @@ namespace GLLoader {
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extern bool found_GL_ARB_shader_subroutine;
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extern bool found_GL_ARB_shader_subroutine;
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extern bool found_GL_ARB_bindless_texture;
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extern bool found_GL_ARB_bindless_texture;
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extern bool found_GL_ARB_explicit_uniform_location;
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extern bool found_GL_ARB_explicit_uniform_location;
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extern bool found_GL_NV_depth_buffer_float;
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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_direct_state_access;
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extern bool found_GL_ARB_direct_state_access;
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}
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}
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@ -321,8 +321,6 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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if (GLLoader::found_GL_ARB_clip_control) {
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if (GLLoader::found_GL_ARB_clip_control) {
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// Change depth convention
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// Change depth convention
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gl_ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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gl_ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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} else if (GLLoader::found_GL_NV_depth_buffer_float) {
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gl_DepthRangedNV(-1.0f, 1.0f);
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}
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}
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#endif
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#endif
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@ -403,7 +403,7 @@ std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, co
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header += "#define ENABLE_BINDLESS_TEX\n";
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header += "#define ENABLE_BINDLESS_TEX\n";
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}
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}
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if (GLLoader::found_GL_NV_depth_buffer_float || GLLoader::found_GL_ARB_clip_control) {
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if (GLLoader::found_GL_ARB_clip_control) {
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header += "#define ZERO_TO_ONE_DEPTH\n";
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header += "#define ZERO_TO_ONE_DEPTH\n";
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}
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}
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@ -121,8 +121,6 @@ void GSWndGL::PopulateGlFunction()
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*(void**)&(gl_UniformHandleui64vARB) = GetProcAddress("glUniformHandleui64vARB", true);
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*(void**)&(gl_UniformHandleui64vARB) = GetProcAddress("glUniformHandleui64vARB", true);
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*(void**)&(gl_ProgramUniformHandleui64vARB) = GetProcAddress("glProgramUniformHandleui64vARB", true);
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*(void**)&(gl_ProgramUniformHandleui64vARB) = GetProcAddress("glProgramUniformHandleui64vARB", true);
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*(void**)&(gl_DepthRangedNV) = GetProcAddress("glDepthRangedNV", true);
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// GL4.5
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// GL4.5
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*(void**)&(gl_CreateTextures) = GetProcAddress("glCreateTextures", true);
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*(void**)&(gl_CreateTextures) = GetProcAddress("glCreateTextures", true);
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*(void**)&(gl_TextureStorage2D) = GetProcAddress("glTextureStorage2D", true);
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*(void**)&(gl_TextureStorage2D) = GetProcAddress("glTextureStorage2D", true);
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