mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: add override_GL_ARB_texture_barrier option
To ease regression test.
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@ -207,6 +207,7 @@ 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_subroutine = false;
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bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
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bool found_GL_ARB_texture_barrier = false; // Well maybe supported by older hardware I don't know
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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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@ -342,6 +343,7 @@ namespace GLLoader {
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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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if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
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#else // ENABLE_GLES
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if (ext.compare("GL_EXT_shader_io_blocks") == 0) found_GL_EXT_shader_io_blocks = true;
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#endif
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@ -372,6 +374,7 @@ namespace GLLoader {
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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_direct_state_access, "GL_ARB_direct_state_access");
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status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");
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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", true);
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#endif
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@ -433,4 +433,5 @@ 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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extern bool found_GL_ARB_texture_barrier;
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}
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@ -243,7 +243,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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if (DATE) {
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if (gl_TextureBarrier && !PrimitiveOverlap()) {
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if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) {
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DATE_GL45 = true;
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DATE = false;
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} else if (om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS)) {
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