mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: automatic dectection of buffer_storage
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c85ba4c259
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@ -147,7 +147,7 @@ namespace GLLoader {
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// Mandatory for FULL GL (but optional for GLES)
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// Mandatory for FULL GL (but optional for GLES)
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bool found_GL_ARB_multi_bind = false; // Not yet. Wait Mesa & AMD drivers. Note might be deprecated by bindless_texture
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bool found_GL_ARB_multi_bind = false; // Not yet. Wait Mesa & AMD drivers. Note might be deprecated by bindless_texture
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bool found_GL_ARB_shading_language_420pack = false; // Not yet. Wait Mesa & AMD drivers
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bool found_GL_ARB_shading_language_420pack = false; // GLES 3.1 ???
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// Mandatory
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// Mandatory
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_ARB_texture_storage = false;
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@ -244,6 +244,7 @@ namespace GLLoader {
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if (ext.compare("GL_NV_depth_buffer_float") == 0) found_GL_NV_depth_buffer_float = true;
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if (ext.compare("GL_NV_depth_buffer_float") == 0) found_GL_NV_depth_buffer_float = true;
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if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
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if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
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if (ext.compare("GL_ARB_multi_bind") == 0) found_GL_ARB_multi_bind = true;
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if (ext.compare("GL_ARB_multi_bind") == 0) found_GL_ARB_multi_bind = true;
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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// Only enable this extension on nvidia
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// Only enable this extension on nvidia
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if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
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if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
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@ -264,8 +265,6 @@ namespace GLLoader {
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#ifdef GL44 // Need to debug the code first
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#ifdef GL44 // Need to debug the code first
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// Need to check the clean (in particular of depth/stencil texture)
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// Need to check the clean (in particular of depth/stencil texture)
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if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
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if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
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// FIXME unattach context case + perf
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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#endif
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#endif
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#ifdef GLBINDLESS // Need to debug the code first
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#ifdef GLBINDLESS // Need to debug the code first
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if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
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if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
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@ -291,6 +290,7 @@ namespace GLLoader {
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack");
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status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack");
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status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
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status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
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status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
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status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
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