gsdx-ogl: automatic dectection of buffer_storage

This commit is contained in:
Gregory Hainaut 2014-03-24 10:53:40 +01:00
parent c85ba4c259
commit bde2e3956d
1 changed files with 3 additions and 3 deletions

View File

@ -147,7 +147,7 @@ namespace GLLoader {
// Mandatory for FULL GL (but optional for GLES)
bool found_GL_ARB_multi_bind = false; // Not yet. Wait Mesa & AMD drivers. Note might be deprecated by bindless_texture
bool found_GL_ARB_shading_language_420pack = false; // Not yet. Wait Mesa & AMD drivers
bool found_GL_ARB_shading_language_420pack = false; // GLES 3.1 ???
// Mandatory
bool found_GL_ARB_texture_storage = false;
@ -244,6 +244,7 @@ namespace GLLoader {
if (ext.compare("GL_NV_depth_buffer_float") == 0) found_GL_NV_depth_buffer_float = true;
if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
if (ext.compare("GL_ARB_multi_bind") == 0) found_GL_ARB_multi_bind = true;
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
// Only enable this extension on nvidia
if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
@ -264,8 +265,6 @@ namespace GLLoader {
#ifdef GL44 // Need to debug the code first
// Need to check the clean (in particular of depth/stencil texture)
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
// FIXME unattach context case + perf
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
#endif
#ifdef GLBINDLESS // Need to debug the code first
if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
@ -291,6 +290,7 @@ namespace GLLoader {
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack");
status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");