From bde2e3956d71e4a5e9894a8513d6782636c5ac8e Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Mon, 24 Mar 2014 10:53:40 +0100 Subject: [PATCH] gsdx-ogl: automatic dectection of buffer_storage --- plugins/GSdx/GLLoader.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/plugins/GSdx/GLLoader.cpp b/plugins/GSdx/GLLoader.cpp index 60bd116a63..71dd1b5eec 100644 --- a/plugins/GSdx/GLLoader.cpp +++ b/plugins/GSdx/GLLoader.cpp @@ -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");