mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB The 3.0 function could work too. It just need to be added
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@ -345,6 +345,7 @@ 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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@ -430,6 +431,7 @@ namespace GLLoader {
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if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
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// GL4.0
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if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
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if (ext.compare("GL_ARB_draw_buffers_blend") == 0) found_GL_ARB_draw_buffers_blend = true;
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// GL4.1
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if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
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if (!fglrx_buggy_driver && !mesa_amd_buggy_driver && !intel_buggy_driver) found_GL_ARB_separate_shader_objects = true;
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@ -477,6 +479,7 @@ 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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// 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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