wined3d: Use GL_RGB565 if available.
This offers better precision on r300g and r600g than GL_RGB5.
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@ -116,6 +116,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
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{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
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{"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
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{"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
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{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
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{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
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{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
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@ -2483,6 +2484,12 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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/* GL_ARB_draw_instanced */
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USE_GL_FUNC(glDrawArraysInstancedARB)
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USE_GL_FUNC(glDrawElementsInstancedARB)
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/* GL_ARB_ES2_compatibility */
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USE_GL_FUNC(glReleaseShaderCompiler)
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USE_GL_FUNC(glShaderBinary)
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USE_GL_FUNC(glGetShaderPrecisionFormat)
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USE_GL_FUNC(glDepthRangef)
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USE_GL_FUNC(glClearDepthf)
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/* GL_ARB_framebuffer_object */
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USE_GL_FUNC(glBindFramebuffer)
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USE_GL_FUNC(glBindRenderbuffer)
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@ -1019,6 +1019,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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| WINED3DFMT_FLAG_RENDERTARGET,
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WINED3D_GL_EXT_NONE, NULL},
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{WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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| WINED3DFMT_FLAG_RENDERTARGET,
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ARB_ES2_COMPATIBILITY, NULL},
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{WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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@ -52,6 +52,7 @@ enum wined3d_gl_extension
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ARB_DRAW_BUFFERS,
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ARB_DRAW_ELEMENTS_BASE_VERTEX,
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ARB_DRAW_INSTANCED,
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ARB_ES2_COMPATIBILITY,
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ARB_FRAGMENT_PROGRAM,
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ARB_FRAGMENT_SHADER,
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ARB_FRAMEBUFFER_OBJECT,
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