- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
This commit is contained in:
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4a0e082836
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3389a5a74e
27 changed files with 171 additions and 349 deletions
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@ -154,10 +154,10 @@ void gl_LoadExtensions()
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else Printf("Emulating OpenGL v %s\n", version);
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}
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gl.version = strtod(version, NULL) + 0.01f;
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float gl_version = (float)strtod(version, NULL) + 0.01f;
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// Don't even start if it's lower than 2.0 or no framebuffers are available
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if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
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// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
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if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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}
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@ -166,105 +166,86 @@ void gl_LoadExtensions()
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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gl.lightmethod = LM_SOFTWARE;
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gl.buffermethod = BM_CLIENTARRAY;
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if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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// first test for optional features
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
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if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
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// The minimum requirement for the modern render path are GL 3.0 + uniform buffers
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if (gl_version < 3.0f || (gl_version < 3.1f && !CheckExtension("GL_ARB_uniform_buffer_object")))
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{
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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}
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if (Args->CheckParm("-noshader")/* || gl.glslversion < 1.2f*/)
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{
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gl.version = 2.11f;
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gl.legacyMode = true;
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gl.lightmethod = LM_LEGACY;
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gl.buffermethod = BM_LEGACY;
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gl.glslversion = 0;
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gl.lightmethod = LM_SOFTWARE;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else if (gl.version < 3.0f)
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{
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if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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else
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{
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gl.buffermethod = BM_CLIENTARRAY;
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gl.glslversion = 0;
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}
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if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
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if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else if (gl.version < 4.f)
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{
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#ifdef _WIN32
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
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}
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#endif
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}
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else if (gl.version < 4.5f)
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{
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// don't use GL 4.x features when running in GL 3 emulation mode.
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if (CheckExtension("GL_ARB_buffer_storage"))
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{
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// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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// Shader storage buffer objects are broken on current Intel drivers.
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if (strstr(gl.vendorstring, "Intel") == NULL)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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else
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{
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gl.version = 3.3f;
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}
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}
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else
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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if (gl_version < 4.f)
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{
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#ifdef _WIN32
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
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}
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#endif
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}
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else if (gl_version < 4.5f)
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{
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// don't use GL 4.x features when running a GL 3.x context.
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if (CheckExtension("GL_ARB_buffer_storage"))
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{
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// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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// Shader storage buffer objects are broken on current Intel drivers.
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if (strstr(gl.vendorstring, "Intel") == NULL)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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}
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else
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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if (gl.version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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if (gl.version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
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if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
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}
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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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}
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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if (!stricmp(lm, "clientarray")) gl.buffermethod = BM_CLIENTARRAY;
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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}
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}
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int v;
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if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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gl.maxuniforms = v;
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@ -284,24 +265,27 @@ void gl_LoadExtensions()
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
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FUDGE_FUNC(glGenRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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FUDGE_FUNC(glCheckFramebufferStatus, EXT);
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gl_PatchMenu();
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if (gl.legacyMode)
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{
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// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
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FUDGE_FUNC(glGenRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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FUDGE_FUNC(glCheckFramebufferStatus, EXT);
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gl_PatchMenu();
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}
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}
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//==========================================================================
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@ -313,7 +297,7 @@ void gl_LoadExtensions()
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void gl_PrintStartupLog()
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{
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int v = 0;
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if (gl.version >= 3.2) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
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if (!gl.legacyMode) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
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Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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@ -332,7 +316,7 @@ void gl_PrintStartupLog()
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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Printf ("Max. uniform block size: %d\n", v);
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@ -349,7 +333,7 @@ void gl_PrintStartupLog()
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}
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// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
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if (gl.glslversion == 0)
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if (gl.legacyMode)
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{
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FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
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for (int i = 0; i < 256; i++)
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