mirror of https://github.com/PCSX2/pcsx2.git
Partially Revert "gsdx-ogl: drop support of GL_ARB_clear_texture extension"
This reverts commit 03e72781aa
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Let's add back the clean texture pointer
I want to test it on
1/ DSA
2/ MT driver
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534fa65ecf
commit
a1bfb237e6
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@ -108,6 +108,7 @@ PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NU
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PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
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PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
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PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
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PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
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// GL4.4
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// GL4.4
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PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
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PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
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PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
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// GL_ARB_bindless_texture (GL5?)
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// GL_ARB_bindless_texture (GL5?)
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PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
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PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
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@ -324,6 +325,8 @@ namespace GLLoader {
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bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
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bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
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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_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_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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// Note: except Apple, all drivers support explicit uniform location
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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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bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine and bindless texture
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// GL4 hardware
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// GL4 hardware
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@ -455,6 +458,7 @@ namespace GLLoader {
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if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
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if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
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// GL4.4
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// GL4.4
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
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// FIXME: I have a crash when I hit pause (debug build)
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// FIXME: I have a crash when I hit pause (debug build)
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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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// GL4.5
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// GL4.5
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@ -486,6 +490,7 @@ namespace GLLoader {
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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");
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
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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_ARB_clear_texture,"GL_ARB_clear_texture");
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// GL4.5
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// GL4.5
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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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status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
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status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
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@ -292,6 +292,7 @@ extern PFNGLINVALIDATETEXIMAGEPROC gl_InvalidateTexImage;
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extern PFNGLPUSHDEBUGGROUPPROC gl_PushDebugGroup;
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extern PFNGLPUSHDEBUGGROUPPROC gl_PushDebugGroup;
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extern PFNGLDEBUGMESSAGEINSERTPROC gl_DebugMessageInsert;
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extern PFNGLDEBUGMESSAGEINSERTPROC gl_DebugMessageInsert;
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// GL4.4
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// GL4.4
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extern PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage;
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extern PFNGLBUFFERSTORAGEPROC gl_BufferStorage;
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extern PFNGLBUFFERSTORAGEPROC gl_BufferStorage;
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// GL_ARB_bindless_texture (GL5?)
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// GL_ARB_bindless_texture (GL5?)
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extern PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB;
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extern PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB;
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@ -116,6 +116,7 @@ void GSWndGL::PopulateGlFunction()
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*(void**)&(gl_PopDebugGroup) = GetProcAddress("glPopDebugGroup", debug_optional);
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*(void**)&(gl_PopDebugGroup) = GetProcAddress("glPopDebugGroup", debug_optional);
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*(void**)&(gl_DebugMessageInsert) = GetProcAddress("glDebugMessageInsert", debug_optional);
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*(void**)&(gl_DebugMessageInsert) = GetProcAddress("glDebugMessageInsert", debug_optional);
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// GL4.4
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// GL4.4
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*(void**)&(gl_ClearTexImage) = GetProcAddress("glClearTexImage", true);
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*(void**)&(gl_BufferStorage) = GetProcAddress("glBufferStorage", true);
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*(void**)&(gl_BufferStorage) = GetProcAddress("glBufferStorage", true);
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// GL_ARB_bindless_texture (GL5?)
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// GL_ARB_bindless_texture (GL5?)
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*(void**)&(gl_GetTextureSamplerHandleARB) = GetProcAddress("glGetTextureSamplerHandleARB", true);
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*(void**)&(gl_GetTextureSamplerHandleARB) = GetProcAddress("glGetTextureSamplerHandleARB", true);
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