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use GL_TEXTURE_2D_ARRAY for most of our textures
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commit
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7 changed files with 86 additions and 69 deletions
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@ -206,6 +206,10 @@ static void GLAPIENTRY ClearDepthf(GLfloat depthval)
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{
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glClearDepth(depthval);
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}
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static void GLAPIENTRY FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
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{
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glFramebufferTextureLayer(target, attachment, texture, level, 0);
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}
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static void InitDriverInfo()
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{
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@ -462,6 +466,11 @@ Renderer::Renderer()
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glClearDepthf = ClearDepthf;
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}
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if (!(GLExtensions::Version() >= 320))
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{
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glFramebufferTexture = FramebufferTexture;
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}
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g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended");
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g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
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((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
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