mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-09-10 14:52:58 +02:00
Clip Control is only used for the HW renderer. It will help Nvidia DX10 GPU on Windows. Potentially old AMD GPU too. Unfortunately Ivy bridge still misses texture copy Note on Linux, you can use the free Mesa driver. Otherwise, it is time to save money for a future upgrade :)
190 lines
6.2 KiB
C++
190 lines
6.2 KiB
C++
/*
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* Copyright (C) 2011-2014 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSWnd.h"
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void GSWndGL::PopulateGlFunction()
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{
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*(void**)&(gl_BlendColor) = GetProcAddress("glBlendColor");
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// Load mandatory function pointer
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#define GL_EXT_LOAD(ext) *(void**)&(ext) = GetProcAddress(#ext, false)
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// Load extra function pointer
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#define GL_EXT_LOAD_OPT(ext) *(void**)&(ext) = GetProcAddress(#ext, true)
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GL_EXT_LOAD(glBlendEquationSeparate);
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GL_EXT_LOAD(glBlendFuncSeparate);
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GL_EXT_LOAD(glAttachShader);
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GL_EXT_LOAD(glBindBuffer);
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GL_EXT_LOAD(glBindBufferBase);
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GL_EXT_LOAD(glBindBufferRange);
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GL_EXT_LOAD(glBindFramebuffer);
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GL_EXT_LOAD(glBindSampler);
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GL_EXT_LOAD(glBindVertexArray);
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GL_EXT_LOAD(glBlitFramebuffer);
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GL_EXT_LOAD(glBufferData);
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GL_EXT_LOAD(glCheckFramebufferStatus);
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GL_EXT_LOAD(glClearBufferfv);
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GL_EXT_LOAD(glClearBufferiv);
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GL_EXT_LOAD(glClearBufferuiv);
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GL_EXT_LOAD(glColorMaski);
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GL_EXT_LOAD(glDeleteBuffers);
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GL_EXT_LOAD(glDeleteFramebuffers);
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GL_EXT_LOAD(glDeleteSamplers);
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GL_EXT_LOAD(glDeleteVertexArrays);
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GL_EXT_LOAD(glDetachShader);
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GL_EXT_LOAD(glDrawBuffers);
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GL_EXT_LOAD(glDrawElementsBaseVertex);
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GL_EXT_LOAD(glEnableVertexAttribArray);
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GL_EXT_LOAD(glFramebufferRenderbuffer);
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GL_EXT_LOAD(glFramebufferTexture2D);
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GL_EXT_LOAD(glGenBuffers);
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GL_EXT_LOAD(glGenFramebuffers);
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GL_EXT_LOAD(glGenVertexArrays);
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GL_EXT_LOAD(glGetBufferParameteriv);
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GL_EXT_LOAD(glGetDebugMessageLogARB);
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GL_EXT_LOAD(glGetProgramInfoLog);
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GL_EXT_LOAD(glGetProgramiv);
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GL_EXT_LOAD(glGetShaderiv);
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GL_EXT_LOAD(glGetStringi);
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GL_EXT_LOAD(glIsFramebuffer);
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GL_EXT_LOAD(glMapBuffer);
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GL_EXT_LOAD(glMapBufferRange);
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GL_EXT_LOAD(glProgramParameteri);
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GL_EXT_LOAD(glSamplerParameterf);
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GL_EXT_LOAD(glSamplerParameteri);
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GL_EXT_LOAD(glShaderSource);
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GL_EXT_LOAD(glUniform1i);
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GL_EXT_LOAD(glUnmapBuffer);
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GL_EXT_LOAD(glVertexAttribIPointer);
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GL_EXT_LOAD(glVertexAttribPointer);
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GL_EXT_LOAD(glBufferSubData);
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GL_EXT_LOAD(glFenceSync);
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GL_EXT_LOAD(glDeleteSync);
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GL_EXT_LOAD(glClientWaitSync);
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GL_EXT_LOAD(glFlushMappedBufferRange);
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// Query object
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GL_EXT_LOAD_OPT(glBeginQuery);
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GL_EXT_LOAD_OPT(glEndQuery);
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GL_EXT_LOAD_OPT(glGetQueryiv);
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GL_EXT_LOAD_OPT(glGetQueryObjectiv);
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GL_EXT_LOAD_OPT(glGetQueryObjectuiv);
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GL_EXT_LOAD_OPT(glQueryCounter);
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GL_EXT_LOAD_OPT(glGetQueryObjecti64v);
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GL_EXT_LOAD_OPT(glGetQueryObjectui64v);
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GL_EXT_LOAD_OPT(glGetInteger64v);
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GL_EXT_LOAD_OPT(glCreateQueries);
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GL_EXT_LOAD_OPT(glDeleteQueries);
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// GL4.1
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GL_EXT_LOAD(glCreateShaderProgramv);
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GL_EXT_LOAD(glBindProgramPipeline);
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GL_EXT_LOAD(glDeleteProgramPipelines);
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GL_EXT_LOAD(glGetProgramPipelineiv);
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GL_EXT_LOAD(glGetProgramPipelineInfoLog);
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GL_EXT_LOAD(glValidateProgramPipeline);
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GL_EXT_LOAD(glUseProgramStages);
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GL_EXT_LOAD_OPT(glGetProgramBinary);
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GL_EXT_LOAD_OPT(glViewportIndexedf);
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GL_EXT_LOAD_OPT(glViewportIndexedfv);
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GL_EXT_LOAD_OPT(glScissorIndexed);
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GL_EXT_LOAD_OPT(glScissorIndexedv);
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// NO GL4.1 (or broken driver...)
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GL_EXT_LOAD(glDeleteProgram);
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GL_EXT_LOAD(glDeleteShader);
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GL_EXT_LOAD(glCompileShader);
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GL_EXT_LOAD(glCreateProgram);
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GL_EXT_LOAD(glCreateShader);
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GL_EXT_LOAD(glUseProgram);
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GL_EXT_LOAD(glGetShaderInfoLog);
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GL_EXT_LOAD(glLinkProgram);
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// GL4.2
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GL_EXT_LOAD_OPT(glBindImageTexture);
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GL_EXT_LOAD_OPT(glMemoryBarrier);
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// GL4.3
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GL_EXT_LOAD(glCopyImageSubData);
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GL_EXT_LOAD_OPT(glInvalidateTexImage);
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GL_EXT_LOAD(glPushDebugGroup);
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GL_EXT_LOAD(glPopDebugGroup);
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GL_EXT_LOAD(glDebugMessageInsert);
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GL_EXT_LOAD(glDebugMessageControl);
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GL_EXT_LOAD(glDebugMessageCallback);
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GL_EXT_LOAD(glObjectLabel);
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GL_EXT_LOAD(glObjectPtrLabel);
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// GL4.4
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GL_EXT_LOAD_OPT(glClearTexImage);
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GL_EXT_LOAD_OPT(glClearTexSubImage);
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GL_EXT_LOAD(glBufferStorage);
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// GL4.5
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GL_EXT_LOAD_OPT(glCreateTextures);
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GL_EXT_LOAD_OPT(glTextureStorage2D);
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GL_EXT_LOAD_OPT(glTextureSubImage2D);
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GL_EXT_LOAD_OPT(glCopyTextureSubImage2D);
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GL_EXT_LOAD_OPT(glBindTextureUnit);
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GL_EXT_LOAD_OPT(glGetTextureImage);
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GL_EXT_LOAD_OPT(glTextureParameteri);
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GL_EXT_LOAD_OPT(glGenerateTextureMipmap);
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GL_EXT_LOAD_OPT(glCreateFramebuffers);
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GL_EXT_LOAD_OPT(glClearNamedFramebufferfv);
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GL_EXT_LOAD_OPT(glClearNamedFramebufferuiv);
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GL_EXT_LOAD_OPT(glClearNamedFramebufferiv);
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GL_EXT_LOAD_OPT(glNamedFramebufferTexture);
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GL_EXT_LOAD_OPT(glNamedFramebufferDrawBuffers);
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GL_EXT_LOAD_OPT(glNamedFramebufferReadBuffer);
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GL_EXT_LOAD_OPT(glNamedFramebufferParameteri);
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GL_EXT_LOAD_OPT(glCheckNamedFramebufferStatus);
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GL_EXT_LOAD_OPT(glCreateBuffers);
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GL_EXT_LOAD_OPT(glNamedBufferStorage);
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GL_EXT_LOAD_OPT(glNamedBufferData);
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GL_EXT_LOAD_OPT(glNamedBufferSubData);
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GL_EXT_LOAD_OPT(glMapNamedBuffer);
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GL_EXT_LOAD_OPT(glMapNamedBufferRange);
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GL_EXT_LOAD_OPT(glUnmapNamedBuffer);
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GL_EXT_LOAD_OPT(glFlushMappedNamedBufferRange);
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GL_EXT_LOAD_OPT(glCreateSamplers);
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GL_EXT_LOAD_OPT(glCreateProgramPipelines);
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GL_EXT_LOAD_OPT(glClipControl);
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GL_EXT_LOAD_OPT(glTextureBarrier);
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GL_EXT_LOAD_OPT(glGetTextureSubImage);
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#ifdef _WIN32
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*(void**)&(gl_ActiveTexture) = GetProcAddress("glActiveTexture");
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GL_EXT_LOAD(glTexStorage2D);
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GL_EXT_LOAD(glGenSamplers);
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GL_EXT_LOAD(glGenProgramPipelines);
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GL_EXT_LOAD(glGenerateMipmap);
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#endif
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// Check openGL requirement as soon as possible so we can switch to another
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// renderer/device
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if (!GLLoader::check_gl_version(3, 3))
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throw GSDXRecoverableError();
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if (!GLLoader::check_gl_supported_extension())
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throw GSDXRecoverableError();
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}
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