mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: detect support of GL_EXT_texture_filter_anisotropic
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@ -319,6 +319,7 @@ namespace GLLoader {
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// Optional
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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_GL_EXT_texture_filter_anisotropic = false;
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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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@ -418,6 +419,8 @@ namespace GLLoader {
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if (gl_GetStringi && max_ext) {
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for (GLint i = 0; i < max_ext; i++) {
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string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
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// Bonus
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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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// GL4.1
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@ -463,17 +466,19 @@ namespace GLLoader {
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bool status = true;
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fprintf(stderr, "\n");
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// Bonus
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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_gpu_shader5, "GL_ARB_gpu_shader5");
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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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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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// GL4.2
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status &= status_and_override(found_GL_ARB_shader_image_load_store,"GL_ARB_shader_image_load_store");
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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_shader_image_load_store, "GL_ARB_shader_image_load_store");
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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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// GL4.3
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status &= status_and_override(found_GL_ARB_explicit_uniform_location,"GL_ARB_explicit_uniform_location");
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status &= status_and_override(found_GL_ARB_explicit_uniform_location, "GL_ARB_explicit_uniform_location");
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status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image");
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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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@ -360,4 +360,5 @@ namespace GLLoader {
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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_texture_barrier;
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extern bool found_GL_EXT_texture_filter_anisotropic;
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}
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