/* * Copyright (C) 2011-2014 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GLLoader.h" #include "GSdx.h" #include "GS.h" PFNGLBLENDCOLORPROC gl_BlendColor = NULL; PFNGLATTACHSHADERPROC glAttachShader = NULL; PFNGLBINDBUFFERPROC glBindBuffer = NULL; PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL; PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL; PFNGLBINDSAMPLERPROC glBindSampler = NULL; PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL; PFNGLBLENDEQUATIONSEPARATEIARBPROC glBlendEquationSeparateiARB = NULL; PFNGLBLENDFUNCSEPARATEIARBPROC glBlendFuncSeparateiARB = NULL; PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL; PFNGLBUFFERDATAPROC glBufferData = NULL; PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL; PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL; PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL; PFNGLCLEARBUFFERUIVPROC glClearBufferuiv = NULL; PFNGLCOLORMASKIPROC glColorMaski = NULL; PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL; PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL; PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL; PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL; PFNGLDETACHSHADERPROC glDetachShader = NULL; PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL; PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL; PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL; PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL; PFNGLGENBUFFERSPROC glGenBuffers = NULL; PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL; PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL; PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL; PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = NULL; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL; PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL; PFNGLGETSHADERIVPROC glGetShaderiv = NULL; PFNGLGETSTRINGIPROC glGetStringi = NULL; PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL; PFNGLMAPBUFFERPROC glMapBuffer = NULL; PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL; PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL; PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL; PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL; PFNGLSHADERSOURCEPROC glShaderSource = NULL; PFNGLUNIFORM1IPROC glUniform1i = NULL; PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL; PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL; PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL; PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL; PFNGLFENCESYNCPROC glFenceSync = NULL; PFNGLDELETESYNCPROC glDeleteSync = NULL; PFNGLCLIENTWAITSYNCPROC glClientWaitSync = NULL; PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL; PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL; PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL; // Shader compilation (Broken driver) PFNGLCOMPILESHADERPROC glCompileShader = NULL; PFNGLCREATEPROGRAMPROC glCreateProgram = NULL; PFNGLCREATESHADERPROC glCreateShader = NULL; PFNGLDELETESHADERPROC glDeleteShader = NULL; PFNGLLINKPROGRAMPROC glLinkProgram = NULL; PFNGLUSEPROGRAMPROC glUseProgram = NULL; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL; PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = NULL; // Query object PFNGLBEGINQUERYPROC glBeginQuery = NULL; PFNGLENDQUERYPROC glEndQuery = NULL; PFNGLGETQUERYIVPROC glGetQueryiv = NULL; PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv = NULL; PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv = NULL; PFNGLQUERYCOUNTERPROC glQueryCounter = NULL; PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v = NULL; PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v = NULL; PFNGLGETINTEGER64VPROC glGetInteger64v = NULL; PFNGLCREATEQUERIESPROC glCreateQueries = NULL; PFNGLDELETEQUERIESPROC glDeleteQueries = NULL; // GL4.0 // GL4.1 PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL; PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL; PFNGLGETPROGRAMPIPELINEIVPROC glGetProgramPipelineiv = NULL; PFNGLVALIDATEPROGRAMPIPELINEPROC glValidateProgramPipeline = NULL; PFNGLGETPROGRAMPIPELINEINFOLOGPROC glGetProgramPipelineInfoLog = NULL; PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = NULL; PFNGLVIEWPORTINDEXEDFPROC glViewportIndexedf = NULL; PFNGLVIEWPORTINDEXEDFVPROC glViewportIndexedfv = NULL; PFNGLSCISSORINDEXEDPROC glScissorIndexed = NULL; PFNGLSCISSORINDEXEDVPROC glScissorIndexedv = NULL; // GL4.3 PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData = NULL; PFNGLINVALIDATETEXIMAGEPROC glInvalidateTexImage = NULL; PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup = NULL; PFNGLPOPDEBUGGROUPPROC glPopDebugGroup = NULL; PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = NULL; PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = NULL; PFNGLOBJECTLABELPROC glObjectLabel = NULL; PFNGLOBJECTPTRLABELPROC glObjectPtrLabel = NULL; // GL4.2 PFNGLBINDIMAGETEXTUREPROC glBindImageTexture = NULL; PFNGLMEMORYBARRIERPROC glMemoryBarrier = NULL; // GL4.4 PFNGLCLEARTEXIMAGEPROC glClearTexImage = NULL; PFNGLCLEARTEXSUBIMAGEPROC glClearTexSubImage = NULL; PFNGLBUFFERSTORAGEPROC glBufferStorage = NULL; // GL4.5 PFNGLCREATETEXTURESPROC glCreateTextures = NULL; PFNGLTEXTURESTORAGE2DPROC glTextureStorage2D = NULL; PFNGLTEXTURESUBIMAGE2DPROC glTextureSubImage2D = NULL; PFNGLCOPYTEXTURESUBIMAGE2DPROC glCopyTextureSubImage2D = NULL; PFNGLBINDTEXTUREUNITPROC glBindTextureUnit = NULL; PFNGLGETTEXTUREIMAGEPROC glGetTextureImage = NULL; PFNGLTEXTUREPARAMETERIPROC glTextureParameteri = NULL; PFNGLGENERATETEXTUREMIPMAPPROC glGenerateTextureMipmap = NULL; PFNGLCREATEFRAMEBUFFERSPROC glCreateFramebuffers = NULL; PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glClearNamedFramebufferfv = NULL; PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glClearNamedFramebufferiv = NULL; PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glClearNamedFramebufferuiv = NULL; PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glNamedFramebufferTexture = NULL; PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glNamedFramebufferDrawBuffers = NULL; PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glNamedFramebufferReadBuffer = NULL; PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glNamedFramebufferParameteri = NULL; PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glCheckNamedFramebufferStatus = NULL; PFNGLCREATEBUFFERSPROC glCreateBuffers = NULL; PFNGLNAMEDBUFFERSTORAGEPROC glNamedBufferStorage = NULL; PFNGLNAMEDBUFFERDATAPROC glNamedBufferData = NULL; PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData = NULL; PFNGLMAPNAMEDBUFFERPROC glMapNamedBuffer = NULL; PFNGLMAPNAMEDBUFFERRANGEPROC glMapNamedBufferRange = NULL; PFNGLUNMAPNAMEDBUFFERPROC glUnmapNamedBuffer = NULL; PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glFlushMappedNamedBufferRange = NULL; PFNGLCREATESAMPLERSPROC glCreateSamplers = NULL; PFNGLCREATEPROGRAMPIPELINESPROC glCreateProgramPipelines = NULL; PFNGLCLIPCONTROLPROC glClipControl = NULL; PFNGLTEXTUREBARRIERPROC glTextureBarrier = NULL; PFNGLGETTEXTURESUBIMAGEPROC glGetTextureSubImage = NULL; #ifdef _WIN32 PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL; PFNGLTEXSTORAGE2DPROC glTexStorage2D = NULL; PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL; PFNGLGENSAMPLERSPROC glGenSamplers = NULL; PFNGLGENERATEMIPMAPPROC glGenerateMipmap = NULL; #endif namespace ReplaceGL { void APIENTRY ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) { glScissor(left, bottom, width, height); } void APIENTRY ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { glViewport(GLint(x), GLint(y), GLsizei(w), GLsizei(h)); } void APIENTRY TextureBarrier() { } } #ifdef _WIN32 namespace Emulate_DSA { // Texture entry point void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) { gl_ActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, texture); } void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) { glGenTextures(1, textures); } void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { BindTextureUnit(7, texture); glTexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height); } void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { BindTextureUnit(7, texture); glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels); } void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { BindTextureUnit(7, texture); glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height); } void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) { BindTextureUnit(7, texture); glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels); } void APIENTRY TextureParameteri (GLuint texture, GLenum pname, GLint param) { BindTextureUnit(7, texture); glTexParameteri(GL_TEXTURE_2D, pname, param); } void APIENTRY GenerateTextureMipmap(GLuint texture) { BindTextureUnit(7, texture); glGenerateMipmap(GL_TEXTURE_2D); } // Misc entry point // (only purpose is to have a consistent API otherwise it is useless) void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) { glGenProgramPipelines(n, pipelines); } void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) { glGenSamplers(n, samplers); } // Replace function pointer to emulate DSA behavior void Init() { fprintf(stderr, "DSA is not supported. Expect slower performance\n"); glBindTextureUnit = BindTextureUnit; glCreateTextures = CreateTexture; glTextureStorage2D = TextureStorage; glTextureSubImage2D = TextureSubImage; glCopyTextureSubImage2D = CopyTextureSubImage; glGetTextureImage = GetTexureImage; glTextureParameteri = TextureParameteri; glCreateProgramPipelines = CreateProgramPipelines; glCreateSamplers = CreateSamplers; } } #endif namespace GLLoader { bool legacy_fglrx_buggy_driver = false; bool fglrx_buggy_driver = false; bool mesa_buggy_driver = false; bool nvidia_buggy_driver = false; bool intel_buggy_driver = false; bool in_replayer = false; bool buggy_sso_dual_src = false; bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default bool found_GL_EXT_texture_filter_anisotropic = false; bool found_GL_ARB_clear_texture = false; bool found_GL_ARB_get_texture_sub_image = false; // Not yet used // DX11 GPU bool found_GL_ARB_gpu_shader5 = false; // Require IvyBridge bool found_GL_ARB_shader_image_load_store = false; // Intel IB. Nvidia/AMD miss Mesa implementation. bool found_GL_ARB_viewport_array = false; // Intel IB. AMD/NVIDIA DX10 // Bonus to monitor the VRAM bool found_GL_NVX_gpu_memory_info = false; // Mandatory bool found_GL_ARB_buffer_storage = false; bool found_GL_ARB_clip_control = false; bool found_GL_ARB_copy_image = false; bool found_GL_ARB_direct_state_access = false; bool found_GL_ARB_separate_shader_objects = false; bool found_GL_ARB_shading_language_420pack = false; bool found_GL_ARB_texture_barrier = false; bool found_GL_ARB_texture_storage = false; bool found_GL_KHR_debug = false; static bool status_and_override(bool& found, const std::string& name, bool mandatory = false) { if (mandatory) { if (!found) { fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str()); } return found; } if (!found) { fprintf(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str()); } else { fprintf(stdout, "INFO: %s is available\n", name.c_str()); } std::string opt("override_"); opt += name; if (theApp.GetConfigI(opt.c_str()) != -1) { found = theApp.GetConfigB(opt.c_str()); fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled"); } return true; } bool check_gl_version(int major, int minor) { const GLubyte* s = glGetString(GL_VERSION); if (s == NULL) { fprintf(stderr, "Error: GLLoader failed to get GL version\n"); return false; } GLuint v = 1; while (s[v] != '\0' && s[v-1] != ' ') v++; const char* vendor = (const char*)glGetString(GL_VENDOR); fprintf(stdout, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]); // Name changed but driver is still bad! if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices")) fglrx_buggy_driver = true; if (fglrx_buggy_driver && ( strstr((const char*)&s[v], " 15.") || // blacklist all 2015 drivers strstr((const char*)&s[v], " 16.") || // And all 2016 drivers. Good jobs AMD ! strstr((const char*)&s[v], " 17.1") // In doubt take also first 2017 driver )) legacy_fglrx_buggy_driver = true; if (strstr(vendor, "NVIDIA Corporation")) nvidia_buggy_driver = true; #ifdef _WIN32 if (strstr(vendor, "Intel")) intel_buggy_driver = true; #else // On linux assumes the free driver if it isn't nvidia or amd pro driver mesa_buggy_driver = !nvidia_buggy_driver && !fglrx_buggy_driver; #endif buggy_sso_dual_src = intel_buggy_driver || legacy_fglrx_buggy_driver; if (theApp.GetConfigI("override_geometry_shader") != -1) { found_geometry_shader = theApp.GetConfigB("override_geometry_shader"); fprintf(stderr, "Overriding geometry shaders detection\n"); } GLint major_gl = 0; GLint minor_gl = 0; glGetIntegerv(GL_MAJOR_VERSION, &major_gl); glGetIntegerv(GL_MINOR_VERSION, &minor_gl); if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) { fprintf(stderr, "OpenGL %d.%d is not supported. Only OpenGL %d.%d\n was found", major, minor, major_gl, minor_gl); return false; } return true; } bool check_gl_supported_extension() { int max_ext = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext); if (glGetStringi && max_ext) { for (GLint i = 0; i < max_ext; i++) { string ext((const char*)glGetStringi(GL_EXTENSIONS, i)); // Bonus if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true; if (ext.compare("GL_NVX_gpu_memory_info") == 0) found_GL_NVX_gpu_memory_info = true; // GL4.0 if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true; // GL4.1 if (ext.compare("GL_ARB_viewport_array") == 0) found_GL_ARB_viewport_array = true; if (ext.compare("GL_ARB_separate_shader_objects") == 0) found_GL_ARB_separate_shader_objects = true; // GL4.2 if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true; if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true; if (ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true; // GL4.3 if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true; if (ext.compare("GL_KHR_debug") == 0) found_GL_KHR_debug = true; // GL4.4 if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true; if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true; // GL4.5 if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true; if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true; if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true; if (ext.compare("GL_ARB_get_texture_sub_image") == 0) found_GL_ARB_get_texture_sub_image = true; //fprintf(stderr, "DEBUG ext: %s\n", ext.c_str()); } } bool status = true; // Bonus status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic"); // GL4.0 status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5"); // GL4.1 status &= status_and_override(found_GL_ARB_viewport_array, "GL_ARB_viewport_array"); status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects", true); // GL4.2 status &= status_and_override(found_GL_ARB_shader_image_load_store, "GL_ARB_shader_image_load_store"); status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true); status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true); // GL4.3 status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image", true); status &= status_and_override(found_GL_KHR_debug, "GL_KHR_debug", true); // GL4.4 status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true); status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture"); // GL4.5 status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control", true); status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access"); // Mandatory for the advance HW renderer effect. Unfortunately Mesa LLVMPIPE/SWR renderers doesn't support this extension. // Rendering might be corrupted but it could be good enough for test/virtual machine. status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier"); status &= status_and_override(found_GL_ARB_get_texture_sub_image, "GL_ARB_get_texture_sub_image"); if (fglrx_buggy_driver) { fprintf(stderr, "The OpenGL hardware renderer is slow on AMD GPUs due to an inefficient driver. Check out the links below for further information.\n" "https://community.amd.com/message/2756964\n" "https://community.amd.com/thread/205702\n" "Note: Due to an AMD OpenGL driver issue, setting Blending Unit Accuracy to \"None\" can cause an application or system crash.\n" "Keep Blending Unit Accuracy set to at least the default \"Basic\" level.\n" "AMD has a fix for the issue that will be released in the coming months. The issue does not affect AMD GPUs on legacy drivers.\n"); } if (!found_GL_ARB_viewport_array) { fprintf(stderr, "GL_ARB_viewport_array: not supported ! function pointer will be replaced\n"); glScissorIndexed = ReplaceGL::ScissorIndexed; glViewportIndexedf = ReplaceGL::ViewportIndexedf; } if (!found_GL_ARB_texture_barrier) { fprintf(stderr, "GL_ARB_texture_barrier: not supported ! Rendering will be corrupted\n"); glTextureBarrier = ReplaceGL::TextureBarrier; } #ifdef _WIN32 // Thanks you Intel to not provide support of basic feature on your iGPU if (!found_GL_ARB_direct_state_access) { Emulate_DSA::Init(); } #endif fprintf(stdout, "\n"); return status; } }