/* *	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"

PFNGLACTIVETEXTUREPROC                 gl_ActiveTexture                     = NULL;
PFNGLBLENDCOLORPROC                    gl_BlendColor                        = NULL;
PFNGLATTACHSHADERPROC                  gl_AttachShader                      = NULL;
PFNGLBINDBUFFERPROC                    gl_BindBuffer                        = NULL;
PFNGLBINDBUFFERBASEPROC                gl_BindBufferBase                    = NULL;
PFNGLBINDBUFFERRANGEPROC               gl_BindBufferRange                   = NULL;
PFNGLBINDFRAMEBUFFERPROC               gl_BindFramebuffer                   = NULL;
PFNGLBINDSAMPLERPROC                   gl_BindSampler                       = NULL;
PFNGLBINDVERTEXARRAYPROC               gl_BindVertexArray                   = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC     gl_BlendEquationSeparateiARB         = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC         gl_BlendFuncSeparateiARB             = NULL;
PFNGLBLITFRAMEBUFFERPROC               gl_BlitFramebuffer                   = NULL;
PFNGLBUFFERDATAPROC                    gl_BufferData                        = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC        gl_CheckFramebufferStatus            = NULL;
PFNGLCLEARBUFFERFVPROC                 gl_ClearBufferfv                     = NULL;
PFNGLCLEARBUFFERIVPROC                 gl_ClearBufferiv                     = NULL;
PFNGLCLEARBUFFERUIVPROC                gl_ClearBufferuiv                    = NULL;
PFNGLCOLORMASKIPROC                    gl_ColorMaski                        = NULL;
PFNGLCOMPILESHADERPROC                 gl_CompileShader                     = NULL;
PFNGLCREATEPROGRAMPROC                 gl_CreateProgram                     = NULL;
PFNGLCREATESHADERPROC                  gl_CreateShader                      = NULL;
PFNGLCREATESHADERPROGRAMVPROC          gl_CreateShaderProgramv              = NULL;
PFNGLDELETEBUFFERSPROC                 gl_DeleteBuffers                     = NULL;
PFNGLDELETEFRAMEBUFFERSPROC            gl_DeleteFramebuffers                = NULL;
PFNGLDELETEPROGRAMPROC                 gl_DeleteProgram                     = NULL;
PFNGLDELETESAMPLERSPROC                gl_DeleteSamplers                    = NULL;
PFNGLDELETESHADERPROC                  gl_DeleteShader                      = NULL;
PFNGLDELETEVERTEXARRAYSPROC            gl_DeleteVertexArrays                = NULL;
PFNGLDETACHSHADERPROC                  gl_DetachShader                      = NULL;
PFNGLDRAWBUFFERSPROC                   gl_DrawBuffers                       = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC        gl_DrawElementsBaseVertex            = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC       gl_EnableVertexAttribArray           = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC       gl_FramebufferRenderbuffer           = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC          gl_FramebufferTexture2D              = NULL;
PFNGLGENBUFFERSPROC                    gl_GenBuffers                        = NULL;
PFNGLGENFRAMEBUFFERSPROC               gl_GenFramebuffers                   = NULL;
PFNGLGENSAMPLERSPROC                   gl_GenSamplers                       = NULL;
PFNGLGENVERTEXARRAYSPROC               gl_GenVertexArrays                   = NULL;
PFNGLGETBUFFERPARAMETERIVPROC          gl_GetBufferParameteriv              = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC         gl_GetDebugMessageLogARB             = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC          gl_DebugMessageCallback              = NULL;
PFNGLGETPROGRAMINFOLOGPROC             gl_GetProgramInfoLog                 = NULL;
PFNGLGETPROGRAMIVPROC                  gl_GetProgramiv                      = NULL;
PFNGLGETSHADERIVPROC                   gl_GetShaderiv                       = NULL;
PFNGLGETSTRINGIPROC                    gl_GetStringi                        = NULL;
PFNGLISFRAMEBUFFERPROC                 gl_IsFramebuffer                     = NULL;
PFNGLLINKPROGRAMPROC                   gl_LinkProgram                       = NULL;
PFNGLMAPBUFFERPROC                     gl_MapBuffer                         = NULL;
PFNGLMAPBUFFERRANGEPROC                gl_MapBufferRange                    = NULL;
PFNGLPROGRAMPARAMETERIPROC             gl_ProgramParameteri                 = NULL;
PFNGLSAMPLERPARAMETERFPROC             gl_SamplerParameterf                 = NULL;
PFNGLSAMPLERPARAMETERIPROC             gl_SamplerParameteri                 = NULL;
PFNGLSHADERSOURCEPROC                  gl_ShaderSource                      = NULL;
PFNGLUNIFORM1IPROC                     gl_Uniform1i                         = NULL;
PFNGLUNMAPBUFFERPROC                   gl_UnmapBuffer                       = NULL;
PFNGLUSEPROGRAMSTAGESPROC              gl_UseProgramStages                  = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC          gl_VertexAttribIPointer              = NULL;
PFNGLVERTEXATTRIBPOINTERPROC           gl_VertexAttribPointer               = NULL;
PFNGLBUFFERSUBDATAPROC                 gl_BufferSubData                     = NULL;
PFNGLFENCESYNCPROC                     gl_FenceSync                         = NULL;
PFNGLDELETESYNCPROC                    gl_DeleteSync                        = NULL;
PFNGLCLIENTWAITSYNCPROC                gl_ClientWaitSync                    = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC        gl_FlushMappedBufferRange            = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC         gl_BlendEquationSeparate             = NULL;
PFNGLBLENDFUNCSEPARATEPROC             gl_BlendFuncSeparate                 = NULL;
// GL4.0
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC           gl_BindProgramPipeline               = NULL;
PFNGLGENPROGRAMPIPELINESPROC           gl_GenProgramPipelines               = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC        gl_DeleteProgramPipelines            = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC          gl_GetProgramPipelineiv              = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC       gl_ValidateProgramPipeline           = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC     gl_GetProgramPipelineInfoLog         = NULL;
PFNGLGETPROGRAMBINARYPROC              gl_GetProgramBinary                  = NULL;
// NO GL4.1
PFNGLUSEPROGRAMPROC                    gl_UseProgram                        = NULL;
PFNGLGETSHADERINFOLOGPROC              gl_GetShaderInfoLog                  = NULL;
PFNGLPROGRAMUNIFORM1IPROC              gl_ProgramUniform1i                  = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC              gl_CopyImageSubData                  = NULL;
PFNGLINVALIDATETEXIMAGEPROC            gl_InvalidateTexImage                = NULL;
PFNGLPUSHDEBUGGROUPPROC                gl_PushDebugGroup                    = NULL;
PFNGLPOPDEBUGGROUPPROC                 gl_PopDebugGroup                     = NULL;
PFNGLDEBUGMESSAGEINSERTPROC            gl_DebugMessageInsert                = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC              gl_BindImageTexture                  = NULL;
PFNGLMEMORYBARRIERPROC                 gl_MemoryBarrier                     = NULL;
PFNGLTEXSTORAGE2DPROC                  gl_TexStorage2D                      = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC                 gl_ClearTexImage                     = NULL;
PFNGLBUFFERSTORAGEPROC                 gl_BufferStorage                     = NULL;

// GL4.5
PFNGLCREATETEXTURESPROC				   gl_CreateTextures                    = NULL;
PFNGLTEXTURESTORAGE2DPROC			   gl_TextureStorage2D                  = NULL;
PFNGLTEXTURESUBIMAGE2DPROC			   gl_TextureSubImage2D                 = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DPROC		   gl_CopyTextureSubImage2D             = NULL;
PFNGLBINDTEXTUREUNITPROC			   gl_BindTextureUnit                   = NULL;
PFNGLGETTEXTUREIMAGEPROC               gl_GetTextureImage                   = NULL;
PFNGLTEXTUREPARAMETERIPROC             gl_TextureParameteri                 = NULL;

PFNGLCREATEFRAMEBUFFERSPROC            gl_CreateFramebuffers                = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFVPROC       gl_ClearNamedFramebufferfv           = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERIVPROC       gl_ClearNamedFramebufferiv           = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC      gl_ClearNamedFramebufferuiv          = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREPROC       gl_NamedFramebufferTexture           = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC   gl_NamedFramebufferDrawBuffers       = NULL;
PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC    gl_NamedFramebufferReadBuffer        = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC   gl_CheckNamedFramebufferStatus       = NULL;

PFNGLCREATEBUFFERSPROC                 gl_CreateBuffers                     = NULL;
PFNGLNAMEDBUFFERSTORAGEPROC            gl_NamedBufferStorage                = NULL;
PFNGLNAMEDBUFFERDATAPROC               gl_NamedBufferData                   = NULL;
PFNGLNAMEDBUFFERSUBDATAPROC            gl_NamedBufferSubData                = NULL;
PFNGLMAPNAMEDBUFFERPROC                gl_MapNamedBuffer                    = NULL;
PFNGLMAPNAMEDBUFFERRANGEPROC           gl_MapNamedBufferRange               = NULL;
PFNGLUNMAPNAMEDBUFFERPROC              gl_UnmapNamedBuffer                  = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC   gl_FlushMappedNamedBufferRange       = NULL;

PFNGLCREATESAMPLERSPROC                gl_CreateSamplers                    = NULL;
PFNGLCREATEPROGRAMPIPELINESPROC        gl_CreateProgramPipelines            = NULL;

PFNGLCLIPCONTROLPROC                   gl_ClipControl                       = NULL;
PFNGLTEXTUREBARRIERPROC                gl_TextureBarrier                    = NULL;

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);
		gl_TexStorage2D(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);
	}

	// Framebuffer entry point
	GLenum fb_target = 0;
	void SetFramebufferTarget(GLenum target) {
		fb_target = target;
	}

	void APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers) {
		gl_GenFramebuffers(n, framebuffers);
	}

	void APIENTRY ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) {
		gl_BindFramebuffer(fb_target, framebuffer);
		gl_ClearBufferfv(buffer, drawbuffer, value);
	}

	void APIENTRY ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) {
		gl_BindFramebuffer(fb_target, framebuffer);
		gl_ClearBufferiv(buffer, drawbuffer, value);
	}

	void APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) {
		gl_BindFramebuffer(fb_target, framebuffer);
		gl_ClearBufferuiv(buffer, drawbuffer, value);
	}

	void APIENTRY NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) {
		gl_BindFramebuffer(fb_target, framebuffer);
		gl_FramebufferTexture2D(fb_target, attachment, GL_TEXTURE_2D, texture, level);
	}

	void APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs) {
		gl_BindFramebuffer(fb_target, framebuffer);
		gl_DrawBuffers(n, bufs);
	}

	void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) {
		gl_BindFramebuffer(fb_target, framebuffer);
		glReadBuffer(src);
		gl_BindFramebuffer(fb_target, 0);
	}

	GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) {
		gl_BindFramebuffer(fb_target, framebuffer);
		return gl_CheckFramebufferStatus(fb_target);
	}

	// Buffer entry point
	GLenum buffer_target = 0;
	void SetBufferTarget(GLenum target) {
		buffer_target = target;
	}

	void APIENTRY CreateBuffers(GLsizei n, GLuint *buffers) {
		gl_GenBuffers(1, buffers);
	}

	void APIENTRY NamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags) {
		gl_BindBuffer(buffer_target, buffer);
		gl_BufferStorage(buffer_target, size, data, flags);
	}

	void APIENTRY NamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage) {
		gl_BindBuffer(buffer_target, buffer);
		gl_BufferData(buffer_target, size, data, usage);
	}

	void APIENTRY NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data) {
		gl_BindBuffer(buffer_target, buffer);
		gl_BufferSubData(buffer_target, offset, size, data);
	}

	void *APIENTRY MapNamedBuffer(GLuint buffer, GLenum access) {
		gl_BindBuffer(buffer_target, buffer);
		return gl_MapBuffer(buffer_target, access);
	}

	void *APIENTRY MapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access) {
		gl_BindBuffer(buffer_target, buffer);
		return gl_MapBufferRange(buffer_target, offset, length, access);
	}

	GLboolean APIENTRY UnmapNamedBuffer(GLuint buffer) {
		gl_BindBuffer(buffer_target, buffer);
		return gl_UnmapBuffer(buffer_target);
	}

	void APIENTRY FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length) {
		gl_BindBuffer(buffer_target, buffer);
		gl_FlushMappedBufferRange(buffer_target, offset, length);
	}

	// Misc entry point
	// (only purpose is to have a consistent API otherwise it is useless)
	void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
		gl_GenProgramPipelines(n, pipelines);
	}

	void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
		gl_GenSamplers(n, samplers);
	}

	// Replace function pointer to emulate DSA behavior
	void Init() {
		fprintf(stderr, "DSA is not supported. Replacing the GL function pointer to emulate it\n");
		gl_BindTextureUnit             = BindTextureUnit;
		gl_CreateTextures              = CreateTexture;
		gl_TextureStorage2D            = TextureStorage;
		gl_TextureSubImage2D           = TextureSubImage;
		gl_CopyTextureSubImage2D       = CopyTextureSubImage;
		gl_GetTextureImage             = GetTexureImage;
		gl_TextureParameteri           = TextureParameteri;

		gl_CreateFramebuffers          = CreateFramebuffers;
		gl_ClearNamedFramebufferfv     = ClearNamedFramebufferfv;
		gl_ClearNamedFramebufferiv     = ClearNamedFramebufferiv;
		gl_ClearNamedFramebufferuiv    = ClearNamedFramebufferuiv;
		gl_NamedFramebufferDrawBuffers = NamedFramebufferDrawBuffers;
		gl_NamedFramebufferReadBuffer  = NamedFramebufferReadBuffer;
		gl_CheckNamedFramebufferStatus = CheckNamedFramebufferStatus;

		gl_CreateBuffers               = CreateBuffers;
		gl_NamedBufferStorage          = NamedBufferStorage;
		gl_NamedBufferData             = NamedBufferData;
		gl_NamedBufferSubData          = NamedBufferSubData;
		gl_MapNamedBuffer              = MapNamedBuffer;
		gl_MapNamedBufferRange         = MapNamedBufferRange;
		gl_UnmapNamedBuffer            = UnmapNamedBuffer;
		gl_FlushMappedNamedBufferRange = FlushMappedNamedBufferRange;

		gl_CreateProgramPipelines      = CreateProgramPipelines;
		gl_CreateSamplers              = CreateSamplers;
	}
}

namespace GLLoader {

	bool fglrx_buggy_driver    = false;
	bool mesa_amd_buggy_driver = false;
	bool nvidia_buggy_driver   = false;
	bool intel_buggy_driver    = false;
	bool in_replayer           = false;


	// GL4 hardware (due to proprietary driver limitation)
	bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
	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; // Don't know if GL3 GPU can support it
	bool found_GL_ARB_buffer_storage = false;
	bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
	bool found_GL_ARB_gpu_shader5 = false;
	bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
	bool found_GL_ARB_texture_barrier = false; // Well maybe supported by older hardware I don't know
	// DX10 GPU limited driver
	bool found_GL_ARB_draw_buffers_blend = false;
	bool found_GL_ARB_clip_control = false;
	bool found_GL_ARB_direct_state_access = false;

	// Mandatory
	bool found_GL_ARB_texture_storage = false;
	bool found_GL_ARB_shading_language_420pack = 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(stderr, "INFO: %s is NOT SUPPORTED\n", name.c_str());
		} else {
			fprintf(stderr, "INFO: %s is available\n", name.c_str());
		}

		std::string opt("override_");
		opt += name;

		if (theApp.GetConfig(opt.c_str(), -1) != -1) {
			found = !!theApp.GetConfig(opt.c_str(), -1);
			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(stderr, "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 (strstr(vendor, "NVIDIA Corporation"))
			nvidia_buggy_driver = true;
		if (strstr(vendor, "Intel"))
			intel_buggy_driver = true;
		if (strstr(vendor, "X.Org") || strstr(vendor, "nouveau")) // Note: it might actually catch nouveau too, but bugs are likely to be the same anyway
			mesa_amd_buggy_driver = true;
		if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
			mesa_amd_buggy_driver = intel_buggy_driver = true;

		if (mesa_amd_buggy_driver) {
			fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
			found_geometry_shader = false;
		}
		if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
			found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
			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 (gl_GetStringi && max_ext) {
			for (GLint i = 0; i < max_ext; i++) {
				string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
				// Bonus
				if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
				// GL4.0
				if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
				if (ext.compare("GL_ARB_draw_buffers_blend") == 0) found_GL_ARB_draw_buffers_blend = true;
				// GL4.1
				if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
					if (!fglrx_buggy_driver && !mesa_amd_buggy_driver && !intel_buggy_driver) found_GL_ARB_separate_shader_objects = true;
					else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
				}
				// 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;
				// 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;

				//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
			}
		}

		bool status = true;
		fprintf(stderr, "\n");

		// 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");
		status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend");
		// GL4.1
		status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects");
		// 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");
		// GL4.4
		status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
		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");
		status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
		status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");

		if (!found_GL_ARB_direct_state_access) {
			Emulate_DSA::Init();
		}
		if (gl_BindTextureUnit == NULL) {
			fprintf(stderr, "FATAL ERROR !!!! Failed to setup DSA function pointer!!!\n");
			status = false;
		}

		if (!found_GL_ARB_texture_barrier) {
			fprintf(stderr, "Error GL_ARB_texture_barrier is not supported by your driver. You can't emulate correctly the GS blending unit! Sorry!\n");
			theApp.SetConfig("accurate_blending_unit", 0);
			theApp.SetConfig("accurate_date", 0);
		}

		fprintf(stderr, "\n");

		return status;
	}
}