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@ -101,15 +101,6 @@ NEL_PFNGLMULTITEXCOORD4IVARBPROC nglMultiTexCoord4ivARB;
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NEL_PFNGLMULTITEXCOORD4FVARBPROC nglMultiTexCoord4fvARB;
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NEL_PFNGLMULTITEXCOORD4DVARBPROC nglMultiTexCoord4dvARB;
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// ARB_TextureCompression.
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NEL_PFNGLCOMPRESSEDTEXIMAGE3DARBPROC nglCompressedTexImage3DARB;
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NEL_PFNGLCOMPRESSEDTEXIMAGE2DARBPROC nglCompressedTexImage2DARB;
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NEL_PFNGLCOMPRESSEDTEXIMAGE1DARBPROC nglCompressedTexImage1DARB;
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NEL_PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC nglCompressedTexSubImage3DARB;
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NEL_PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC nglCompressedTexSubImage2DARB;
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NEL_PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC nglCompressedTexSubImage1DARB;
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NEL_PFNGLGETCOMPRESSEDTEXIMAGEARBPROC nglGetCompressedTexImageARB;
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// VertexWeighting.
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NEL_PFNGLVERTEXWEIGHTFEXTPROC nglVertexWeightfEXT;
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NEL_PFNGLVERTEXWEIGHTFVEXTPROC nglVertexWeightfvEXT;
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@ -339,6 +330,14 @@ PFNGLBLITFRAMEBUFFERPROC nglBlitFramebuffer;
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PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC nglRenderbufferStorageMultisample;
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PFNGLFRAMEBUFFERTEXTURELAYERPROC nglFramebufferTextureLayer;
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PFNGLCOMPRESSEDTEXIMAGE3DPROC nglCompressedTexImage3D;
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PFNGLCOMPRESSEDTEXIMAGE2DPROC nglCompressedTexImage2D;
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PFNGLCOMPRESSEDTEXIMAGE1DPROC nglCompressedTexImage1D;
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PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC nglCompressedTexSubImage3D;
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PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC nglCompressedTexSubImage2D;
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PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC nglCompressedTexSubImage1D;
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PFNGLGETCOMPRESSEDTEXIMAGEPROC nglGetCompressedTexImage;
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// GL_ARB_separate_shader_objects
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PFNGLUSEPROGRAMSTAGESPROC nglUseProgramStages;
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PFNGLACTIVESHADERPROGRAMPROC nglActiveShaderProgram;
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@ -514,24 +513,6 @@ static bool setupARBMultiTexture(const char *glext)
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return true;
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}
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// *********************************
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static bool setupARBTextureCompression(const char *glext)
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{
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H_AUTO_OGL(setupARBTextureCompression);
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CHECK_EXT("GL_ARB_texture_compression");
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXIMAGE3DARBPROC, glCompressedTexImage3DARB);
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXIMAGE2DARBPROC, glCompressedTexImage2DARB);
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXIMAGE1DARBPROC, glCompressedTexImage1DARB);
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC, glCompressedTexSubImage3DARB);
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC, glCompressedTexSubImage2DARB);
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CHECK_ADDRESS(NEL_PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC, glCompressedTexSubImage1DARB);
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CHECK_ADDRESS(NEL_PFNGLGETCOMPRESSEDTEXIMAGEARBPROC, glGetCompressedTexImageARB);
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return true;
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}
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// *********************************
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static bool setupARBTextureNonPowerOfTwo(const char *glext)
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{
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@ -794,6 +775,14 @@ static bool setupGLCore(const char *glext)
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CHECK_ADDRESS(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
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CHECK_ADDRESS(PFNGLFRAMEBUFFERTEXTURELAYERPROC, glFramebufferTextureLayer);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXIMAGE1DPROC, glCompressedTexImage1D);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2D);
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CHECK_ADDRESS(PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC, glCompressedTexSubImage1D);
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CHECK_ADDRESS(PFNGLGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImage);
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return true;
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}
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@ -917,9 +906,6 @@ void registerGlExtensions(CGlExtensions &ext)
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ext.NbTextureStages= (ntext<((GLint)IDRV_MAT_MAXTEXTURES)?ntext:IDRV_MAT_MAXTEXTURES);
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}
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// Check ARBTextureCompression
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ext.ARBTextureCompression= setupARBTextureCompression(glext);
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// Check ARBTextureNonPowerOfTwo
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ext.ARBTextureNonPowerOfTwo= setupARBTextureNonPowerOfTwo(glext);
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@ -927,7 +913,7 @@ void registerGlExtensions(CGlExtensions &ext)
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ext.ARBMultisample = setupARBMultisample(glext);
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// Compression S3TC OK iff ARBTextureCompression.
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ext.EXTTextureCompressionS3TC= (ext.ARBTextureCompression && setupEXTTextureCompressionS3TC(glext));
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ext.EXTTextureCompressionS3TC= setupEXTTextureCompressionS3TC(glext);
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// Check if NVidia GL_EXT_vertex_weighting is available.
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ext.EXTVertexWeighting= setupEXTVertexWeighting(glext);
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