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pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
gsdx: * move gl function loading into GSwnd. Clean the header and avoid to rely on macro. * Always require libegl for GSdx. You still need to select the API at compilation. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5670 96395faa-99c1-11dd-bbfe-3dabce05a288
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@@ -147,80 +147,6 @@ namespace GLLoader {
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return true;
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}
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void init_gl_function() {
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GL_LOADFN(gl_ActiveTexture, glActiveTexture);
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GL_LOADFN(gl_BlendColor, glBlendColor);
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GL_LOADFN(gl_AttachShader, glAttachShader);
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GL_LOADFN(gl_BindBuffer, glBindBuffer);
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GL_LOADFN(gl_BindBufferBase, glBindBufferBase);
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GL_LOADFN(gl_BindFragDataLocationIndexed, glBindFragDataLocationIndexed);
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GL_LOADFN(gl_BindFramebuffer, glBindFramebuffer);
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GL_LOADFN(gl_BindProgramPipeline, glBindProgramPipeline);
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GL_LOADFN(gl_BindSampler, glBindSampler);
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GL_LOADFN(gl_BindVertexArray, glBindVertexArray);
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GL_LOADFN(gl_BlendEquationSeparate, glBlendEquationSeparate);
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GL_LOADFN(gl_BlendFuncSeparate, glBlendFuncSeparate);
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GL_LOADFN(gl_BlitFramebuffer, glBlitFramebuffer);
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GL_LOADFN(gl_BufferData, glBufferData);
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GL_LOADFN(gl_CheckFramebufferStatus, glCheckFramebufferStatus);
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GL_LOADFN(gl_ClearBufferfv, glClearBufferfv);
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GL_LOADFN(gl_ClearBufferiv, glClearBufferiv);
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GL_LOADFN(gl_CompileShader, glCompileShader);
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GL_LOADFN(gl_CopyImageSubDataNV, glCopyImageSubDataNV);
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GL_LOADFN(gl_CreateProgram, glCreateProgram);
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GL_LOADFN(gl_CreateShader, glCreateShader);
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GL_LOADFN(gl_CreateShaderProgramv, glCreateShaderProgramv);
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GL_LOADFN(gl_DeleteBuffers, glDeleteBuffers);
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GL_LOADFN(gl_DeleteFramebuffers, glDeleteFramebuffers);
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GL_LOADFN(gl_DeleteProgram, glDeleteProgram);
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GL_LOADFN(gl_DeleteProgramPipelines, glDeleteProgramPipelines);
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GL_LOADFN(gl_DeleteSamplers, glDeleteSamplers);
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GL_LOADFN(gl_DeleteShader, glDeleteShader);
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GL_LOADFN(gl_DeleteVertexArrays, glDeleteVertexArrays);
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GL_LOADFN(gl_DetachShader, glDetachShader);
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GL_LOADFN(gl_DrawBuffers, glDrawBuffers);
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GL_LOADFN(gl_DrawElementsBaseVertex, glDrawElementsBaseVertex);
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GL_LOADFN(gl_EnableVertexAttribArray, glEnableVertexAttribArray);
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GL_LOADFN(gl_FramebufferRenderbuffer, glFramebufferRenderbuffer);
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GL_LOADFN(gl_FramebufferTexture2D, glFramebufferTexture2D);
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GL_LOADFN(gl_GenBuffers, glGenBuffers);
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GL_LOADFN(gl_GenFramebuffers, glGenFramebuffers);
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GL_LOADFN(gl_GenProgramPipelines, glGenProgramPipelines);
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GL_LOADFN(gl_GenSamplers, glGenSamplers);
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GL_LOADFN(gl_GenVertexArrays, glGenVertexArrays);
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GL_LOADFN(gl_GetBufferParameteriv, glGetBufferParameteriv);
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GL_LOADFN(gl_GetDebugMessageLogARB, glGetDebugMessageLogARB);
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GL_LOADFN(gl_GetFragDataIndex, glGetFragDataIndex);
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GL_LOADFN(gl_GetFragDataLocation, glGetFragDataLocation);
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GL_LOADFN(gl_GetProgramInfoLog, glGetProgramInfoLog);
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GL_LOADFN(gl_GetProgramiv, glGetProgramiv);
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GL_LOADFN(gl_GetShaderiv, glGetShaderiv);
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GL_LOADFN(gl_GetStringi, glGetStringi);
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GL_LOADFN(gl_IsFramebuffer, glIsFramebuffer);
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GL_LOADFN(gl_LinkProgram, glLinkProgram);
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GL_LOADFN(gl_MapBuffer, glMapBuffer);
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GL_LOADFN(gl_MapBufferRange, glMapBufferRange);
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GL_LOADFN(gl_ProgramParameteri, glProgramParameteri);
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GL_LOADFN(gl_SamplerParameterf, glSamplerParameterf);
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GL_LOADFN(gl_SamplerParameteri, glSamplerParameteri);
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GL_LOADFN(gl_ShaderSource, glShaderSource);
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GL_LOADFN(gl_Uniform1i, glUniform1i);
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GL_LOADFN(gl_UnmapBuffer, glUnmapBuffer);
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GL_LOADFN(gl_UseProgramStages, glUseProgramStages);
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GL_LOADFN(gl_VertexAttribIPointer, glVertexAttribIPointer);
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GL_LOADFN(gl_VertexAttribPointer, glVertexAttribPointer);
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GL_LOADFN(gl_TexStorage2D, glTexStorage2D);
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GL_LOADFN(gl_BufferSubData, glBufferSubData);
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// NO GL4.1
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GL_LOADFN(gl_UseProgram, glUseProgram);
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GL_LOADFN(gl_GetShaderInfoLog, glGetShaderInfoLog);
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GL_LOADFN(gl_ProgramUniform1i, glProgramUniform1i);
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// NO GL4.2
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GL_LOADFN(gl_GetUniformBlockIndex, glGetUniformBlockIndex);
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GL_LOADFN(gl_UniformBlockBinding, glUniformBlockBinding);
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GL_LOADFN(gl_GetUniformLocation, glGetUniformLocation);
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}
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bool check_gl_supported_extension() {
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int max_ext = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
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