mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: mark GL_EXT_shader_io_blocks as mandatory for GLES
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@ -159,7 +159,8 @@ 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_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
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bool found_GL_ARB_buffer_storage = false;
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bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine
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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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// GL4 hardware
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bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
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bool found_GL_ARB_gpu_shader5 = false;
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@ -330,7 +331,7 @@ namespace GLLoader {
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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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#else // ENABLE_GLES
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status &= status_and_override(found_GL_EXT_shader_io_blocks, "GL_EXT_shader_io_blocks");
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status &= status_and_override(found_GL_EXT_shader_io_blocks, "GL_EXT_shader_io_blocks", true);
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#endif
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fprintf(stderr, "\n");
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@ -415,7 +415,6 @@ namespace GLLoader {
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// GL
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extern bool found_GL_ARB_separate_shader_objects;
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extern bool found_GL_ARB_shading_language_420pack;
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extern bool found_GL_ARB_copy_image;
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extern bool found_geometry_shader;
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extern bool found_GL_ARB_gpu_shader5;
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@ -427,6 +426,4 @@ namespace GLLoader {
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extern bool found_GL_ARB_explicit_uniform_location;
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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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// GLES
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extern bool found_GL_EXT_shader_io_blocks;
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}
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