wined3d: Enable ARB_texture_query_levels extension.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -150,6 +150,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
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{"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
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{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
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{"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
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{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
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{"GL_ARB_texture_rg", ARB_TEXTURE_RG },
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{"GL_ARB_timer_query", ARB_TIMER_QUERY },
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@ -3440,6 +3441,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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{ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
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{ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
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{ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
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};
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struct wined3d_driver_info *driver_info = &adapter->driver_info;
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const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
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@ -5233,6 +5233,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
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if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
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shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
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/* The spec says that it doesn't have to be explicitly enabled, but the
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* nvidia drivers write a warning if we don't do so. */
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if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
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@ -5327,6 +5329,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
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if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
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shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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@ -5412,6 +5416,8 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
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shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
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if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
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shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
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if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
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shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
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if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
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if (gl_info->supported[EXT_GPU_SHADER4])
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@ -86,6 +86,7 @@ enum wined3d_gl_extension
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ARB_TEXTURE_MIRRORED_REPEAT,
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ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE,
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ARB_TEXTURE_NON_POWER_OF_TWO,
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ARB_TEXTURE_QUERY_LEVELS,
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ARB_TEXTURE_RECTANGLE,
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ARB_TEXTURE_RG,
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ARB_TIMER_QUERY,
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