/* * 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 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; PFNGLCOMPILESHADERPROC glCompileShader = NULL; PFNGLCREATEPROGRAMPROC glCreateProgram = NULL; PFNGLCREATESHADERPROC glCreateShader = NULL; PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL; PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL; PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL; PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL; PFNGLDELETESHADERPROC glDeleteShader = 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; PFNGLGENSAMPLERSPROC glGenSamplers = 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; PFNGLLINKPROGRAMPROC glLinkProgram = 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; // GL4.0 // GL4.1 PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL; PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL; PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL; PFNGLGETPROGRAMPIPELINEIVPROC glGetProgramPipelineiv = NULL; PFNGLVALIDATEPROGRAMPIPELINEPROC glValidateProgramPipeline = NULL; PFNGLGETPROGRAMPIPELINEINFOLOGPROC glGetProgramPipelineInfoLog = NULL; PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = NULL; // NO GL4.1 PFNGLUSEPROGRAMPROC glUseProgram = NULL; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL; PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = NULL; // GL4.3 PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData = NULL; PFNGLINVALIDATETEXIMAGEPROC glInvalidateTexImage = NULL; PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup = NULL; PFNGLPOPDEBUGGROUPPROC glPopDebugGroup = NULL; PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = NULL; PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = NULL; // GL4.2 PFNGLBINDIMAGETEXTUREPROC glBindImageTexture = NULL; PFNGLMEMORYBARRIERPROC glMemoryBarrier = NULL; PFNGLTEXSTORAGE2DPROC glTexStorage2D = NULL; // GL4.4 PFNGLCLEARTEXIMAGEPROC glClearTexImage = 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; PFNGLCREATEFRAMEBUFFERSPROC glCreateFramebuffers = NULL; PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glClearNamedFramebufferfv = NULL; PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glClearNamedFramebufferiv = NULL; PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glClearNamedFramebufferuiv = NULL; PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glNamedFramebufferTexture = NULL; PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glNamedFramebufferDrawBuffers = NULL; PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glNamedFramebufferReadBuffer = 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; 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); } // Framebuffer entry point GLenum fb_target = 0; void SetFramebufferTarget(GLenum target) { fb_target = target; } void APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers) { glGenFramebuffers(n, framebuffers); } void APIENTRY ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) { glBindFramebuffer(fb_target, framebuffer); glClearBufferfv(buffer, drawbuffer, value); } void APIENTRY ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) { glBindFramebuffer(fb_target, framebuffer); glClearBufferiv(buffer, drawbuffer, value); } void APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) { glBindFramebuffer(fb_target, framebuffer); glClearBufferuiv(buffer, drawbuffer, value); } void APIENTRY NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) { glBindFramebuffer(fb_target, framebuffer); glFramebufferTexture2D(fb_target, attachment, GL_TEXTURE_2D, texture, level); } void APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs) { glBindFramebuffer(fb_target, framebuffer); glDrawBuffers(n, bufs); } void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) { glBindFramebuffer(fb_target, framebuffer); glReadBuffer(src); glBindFramebuffer(fb_target, 0); } GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) { glBindFramebuffer(fb_target, framebuffer); return glCheckFramebufferStatus(fb_target); } // Buffer entry point GLenum buffer_target = 0; void SetBufferTarget(GLenum target) { buffer_target = target; } void APIENTRY CreateBuffers(GLsizei n, GLuint *buffers) { glGenBuffers(1, buffers); } void APIENTRY NamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags) { glBindBuffer(buffer_target, buffer); glBufferStorage(buffer_target, size, data, flags); } void APIENTRY NamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage) { glBindBuffer(buffer_target, buffer); glBufferData(buffer_target, size, data, usage); } void APIENTRY NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data) { glBindBuffer(buffer_target, buffer); glBufferSubData(buffer_target, offset, size, data); } void *APIENTRY MapNamedBuffer(GLuint buffer, GLenum access) { glBindBuffer(buffer_target, buffer); return glMapBuffer(buffer_target, access); } void *APIENTRY MapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access) { glBindBuffer(buffer_target, buffer); return glMapBufferRange(buffer_target, offset, length, access); } GLboolean APIENTRY UnmapNamedBuffer(GLuint buffer) { glBindBuffer(buffer_target, buffer); return glUnmapBuffer(buffer_target); } void APIENTRY FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length) { glBindBuffer(buffer_target, buffer); glFlushMappedBufferRange(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) { 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. Replacing the GL function pointer to emulate it\n"); glBindTextureUnit = BindTextureUnit; glCreateTextures = CreateTexture; glTextureStorage2D = TextureStorage; glTextureSubImage2D = TextureSubImage; glCopyTextureSubImage2D = CopyTextureSubImage; glGetTextureImage = GetTexureImage; glTextureParameteri = TextureParameteri; glCreateFramebuffers = CreateFramebuffers; glClearNamedFramebufferfv = ClearNamedFramebufferfv; glClearNamedFramebufferiv = ClearNamedFramebufferiv; glClearNamedFramebufferuiv = ClearNamedFramebufferuiv; glNamedFramebufferDrawBuffers = NamedFramebufferDrawBuffers; glNamedFramebufferReadBuffer = NamedFramebufferReadBuffer; glCheckNamedFramebufferStatus = CheckNamedFramebufferStatus; glCreateBuffers = CreateBuffers; glNamedBufferStorage = NamedBufferStorage; glNamedBufferData = NamedBufferData; glNamedBufferSubData = NamedBufferSubData; glMapNamedBuffer = MapNamedBuffer; glMapNamedBufferRange = MapNamedBufferRange; glUnmapNamedBuffer = UnmapNamedBuffer; glFlushMappedNamedBufferRange = FlushMappedNamedBufferRange; glCreateProgramPipelines = CreateProgramPipelines; glCreateSamplers = 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 (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; // 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 (glBindTextureUnit == 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; } }