mirror of https://github.com/PCSX2/pcsx2.git
325 lines
17 KiB
C++
325 lines
17 KiB
C++
/* * Copyright (C) 2011-2014 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GLLoader.h"
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#include "GSdx.h"
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PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
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PFNGLATTACHSHADERPROC glAttachShader = NULL;
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PFNGLBINDBUFFERPROC glBindBuffer = NULL;
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PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
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PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
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PFNGLBINDSAMPLERPROC glBindSampler = NULL;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
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PFNGLBLENDEQUATIONSEPARATEIARBPROC glBlendEquationSeparateiARB = NULL;
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PFNGLBLENDFUNCSEPARATEIARBPROC glBlendFuncSeparateiARB = NULL;
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PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
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PFNGLBUFFERDATAPROC glBufferData = NULL;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
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PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL;
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PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL;
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PFNGLCLEARBUFFERUIVPROC glClearBufferuiv = NULL;
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PFNGLCOLORMASKIPROC glColorMaski = NULL;
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PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
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PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
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PFNGLDETACHSHADERPROC glDetachShader = NULL;
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PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
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PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
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PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
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PFNGLGENBUFFERSPROC glGenBuffers = NULL;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
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PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL;
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PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
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PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = NULL;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
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PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
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PFNGLGETSTRINGIPROC glGetStringi = NULL;
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PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
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PFNGLMAPBUFFERPROC glMapBuffer = NULL;
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PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
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PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL;
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PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL;
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PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL;
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PFNGLSHADERSOURCEPROC glShaderSource = NULL;
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PFNGLUNIFORM1IPROC glUniform1i = NULL;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
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PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL;
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PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
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PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
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PFNGLFENCESYNCPROC glFenceSync = NULL;
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PFNGLDELETESYNCPROC glDeleteSync = NULL;
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PFNGLCLIENTWAITSYNCPROC glClientWaitSync = NULL;
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PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL;
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PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL;
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PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
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// Query object
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PFNGLBEGINQUERYPROC glBeginQuery = NULL;
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PFNGLENDQUERYPROC glEndQuery = NULL;
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PFNGLGETQUERYIVPROC glGetQueryiv = NULL;
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PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv = NULL;
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PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv = NULL;
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PFNGLQUERYCOUNTERPROC glQueryCounter = NULL;
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PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v = NULL;
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PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v = NULL;
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PFNGLGETINTEGER64VPROC glGetInteger64v = NULL;
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// GL4.0
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// GL4.1
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PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL;
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PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL;
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PFNGLGETPROGRAMPIPELINEIVPROC glGetProgramPipelineiv = NULL;
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PFNGLVALIDATEPROGRAMPIPELINEPROC glValidateProgramPipeline = NULL;
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PFNGLGETPROGRAMPIPELINEINFOLOGPROC glGetProgramPipelineInfoLog = NULL;
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PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = NULL;
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PFNGLVIEWPORTINDEXEDFPROC glViewportIndexedf = NULL;
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PFNGLVIEWPORTINDEXEDFVPROC glViewportIndexedfv = NULL;
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PFNGLSCISSORINDEXEDPROC glScissorIndexed = NULL;
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PFNGLSCISSORINDEXEDVPROC glScissorIndexedv = NULL;
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// GL4.3
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PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData = NULL;
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PFNGLINVALIDATETEXIMAGEPROC glInvalidateTexImage = NULL;
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PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup = NULL;
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PFNGLPOPDEBUGGROUPPROC glPopDebugGroup = NULL;
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PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = NULL;
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PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = NULL;
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// GL4.2
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PFNGLBINDIMAGETEXTUREPROC glBindImageTexture = NULL;
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PFNGLMEMORYBARRIERPROC glMemoryBarrier = NULL;
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// GL4.4
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PFNGLCLEARTEXIMAGEPROC glClearTexImage = NULL;
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PFNGLBUFFERSTORAGEPROC glBufferStorage = NULL;
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// GL4.5
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PFNGLCREATETEXTURESPROC glCreateTextures = NULL;
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PFNGLTEXTURESTORAGE2DPROC glTextureStorage2D = NULL;
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PFNGLTEXTURESUBIMAGE2DPROC glTextureSubImage2D = NULL;
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PFNGLCOPYTEXTURESUBIMAGE2DPROC glCopyTextureSubImage2D = NULL;
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PFNGLBINDTEXTUREUNITPROC glBindTextureUnit = NULL;
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PFNGLGETTEXTUREIMAGEPROC glGetTextureImage = NULL;
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PFNGLTEXTUREPARAMETERIPROC glTextureParameteri = NULL;
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PFNGLCREATEFRAMEBUFFERSPROC glCreateFramebuffers = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glClearNamedFramebufferfv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glClearNamedFramebufferiv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glClearNamedFramebufferuiv = NULL;
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PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glNamedFramebufferTexture = NULL;
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PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glNamedFramebufferDrawBuffers = NULL;
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PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glNamedFramebufferReadBuffer = NULL;
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PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glNamedFramebufferParameteri = NULL;
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PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glCheckNamedFramebufferStatus = NULL;
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PFNGLCREATEBUFFERSPROC glCreateBuffers = NULL;
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PFNGLNAMEDBUFFERSTORAGEPROC glNamedBufferStorage = NULL;
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PFNGLNAMEDBUFFERDATAPROC glNamedBufferData = NULL;
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PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData = NULL;
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PFNGLMAPNAMEDBUFFERPROC glMapNamedBuffer = NULL;
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PFNGLMAPNAMEDBUFFERRANGEPROC glMapNamedBufferRange = NULL;
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PFNGLUNMAPNAMEDBUFFERPROC glUnmapNamedBuffer = NULL;
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PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glFlushMappedNamedBufferRange = NULL;
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PFNGLCREATESAMPLERSPROC glCreateSamplers = NULL;
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PFNGLCREATEPROGRAMPIPELINESPROC glCreateProgramPipelines = NULL;
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PFNGLCLIPCONTROLPROC glClipControl = NULL;
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PFNGLTEXTUREBARRIERPROC glTextureBarrier = NULL;
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namespace GLLoader {
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bool fglrx_buggy_driver = false;
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bool mesa_amd_buggy_driver = false;
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bool nvidia_buggy_driver = false;
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bool intel_buggy_driver = false;
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bool in_replayer = false;
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bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
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bool found_GL_EXT_texture_filter_anisotropic = false;
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bool found_GL_ARB_clear_texture = false; // Miss AMD Mesa (otherwise seems SW)
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// DX10 GPU limited driver (SW)
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bool found_GL_ARB_copy_image = false;
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// DX11 GPU
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bool found_GL_ARB_draw_buffers_blend = false; // Not supported on AMD R600 (80 nm class chip, HD2900). Nvidia requires FERMI. Intel SB
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bool found_GL_ARB_gpu_shader5 = false; // Require IvyBridge
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bool found_GL_ARB_shader_image_load_store = false; // Intel IB. Nvidia/AMD miss Mesa implementation.
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bool found_GL_ARB_viewport_array = false; // Intel IB. AMD/NVIDIA DX10
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// Mandatory
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bool found_GL_ARB_buffer_storage = false;
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_direct_state_access = false;
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bool found_GL_ARB_separate_shader_objects = false;
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bool found_GL_ARB_shading_language_420pack = false;
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bool found_GL_ARB_texture_barrier = false;
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bool found_GL_ARB_texture_storage = false;
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static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
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{
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if (mandatory) {
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if (!found) {
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fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
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}
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return found;
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}
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if (!found) {
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fprintf(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str());
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} else {
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fprintf(stdout, "INFO: %s is available\n", name.c_str());
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}
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std::string opt("override_");
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opt += name;
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if (theApp.GetConfig(opt.c_str(), -1) != -1) {
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found = !!theApp.GetConfig(opt.c_str(), -1);
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fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
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}
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return true;
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}
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bool check_gl_version(int major, int minor) {
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const GLubyte* s = glGetString(GL_VERSION);
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if (s == NULL) {
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fprintf(stderr, "Error: GLLoader failed to get GL version\n");
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return false;
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}
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GLuint v = 1;
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while (s[v] != '\0' && s[v-1] != ' ') v++;
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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fprintf(stdout, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]);
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// Name changed but driver is still bad!
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if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
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fglrx_buggy_driver = true;
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if (strstr(vendor, "NVIDIA Corporation"))
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nvidia_buggy_driver = true;
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if (strstr(vendor, "Intel"))
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intel_buggy_driver = true;
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if (strstr(vendor, "X.Org") || strstr(vendor, "nouveau")) // Note: it might actually catch nouveau too, but bugs are likely to be the same anyway
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mesa_amd_buggy_driver = true;
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if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
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mesa_amd_buggy_driver = intel_buggy_driver = true;
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if (mesa_amd_buggy_driver) {
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fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
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found_geometry_shader = false;
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}
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if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
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found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
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fprintf(stderr, "Overriding geometry shaders detection\n");
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}
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GLint major_gl = 0;
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GLint minor_gl = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major_gl);
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glGetIntegerv(GL_MINOR_VERSION, &minor_gl);
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if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
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fprintf(stderr, "OpenGL %d.%d is not supported. Only OpenGL %d.%d\n was found", major, minor, major_gl, minor_gl);
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return false;
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}
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return true;
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}
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bool check_gl_supported_extension() {
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int max_ext = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
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if (glGetStringi && max_ext) {
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for (GLint i = 0; i < max_ext; i++) {
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string ext((const char*)glGetStringi(GL_EXTENSIONS, i));
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// Bonus
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if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
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// GL4.0
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if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
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if (ext.compare("GL_ARB_draw_buffers_blend") == 0) found_GL_ARB_draw_buffers_blend = true;
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// GL4.1
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if (ext.compare("GL_ARB_viewport_array") == 0) found_GL_ARB_viewport_array = true;
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if (ext.compare("GL_ARB_separate_shader_objects") == 0) found_GL_ARB_separate_shader_objects = true;
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// GL4.2
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if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
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if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
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if (ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
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// GL4.3
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if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
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// GL4.4
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
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// GL4.5
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if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
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if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
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if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
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//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
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}
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}
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bool status = true;
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// Bonus
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status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
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// GL4.0
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status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5");
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status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend");
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// GL4.1
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status &= status_and_override(found_GL_ARB_viewport_array, "GL_ARB_viewport_array");
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status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects", true);
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// GL4.2
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status &= status_and_override(found_GL_ARB_shader_image_load_store, "GL_ARB_shader_image_load_store");
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status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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// GL4.3
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status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image");
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// GL4.4
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true);
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status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
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// GL4.5
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status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control", true);
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status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access", true);
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status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier", true);
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#ifdef _WIN32
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if (status) {
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if (fglrx_buggy_driver) {
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fprintf(stderr, "OpenGL renderer is slow on AMD GPU due to inefficient driver. Sorry.");
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}
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}
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#endif
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fprintf(stdout, "\n");
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return status;
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}
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}
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