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Merge pull request #9418 from xebra/cleanup_spline_bezier
GLES:Remove texture_half_float extension.
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@@ -606,7 +606,7 @@ void GPU_GLES::CheckGPUFeatures() {
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float || gl_extensions.OES_texture_half_float)
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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// If we already have a 16-bit depth buffer, we don't need to round.
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@@ -93,7 +93,7 @@ bool CheckSupportInstancedTessellationGLES() {
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bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
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bool instanceRendering = gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
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|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/);
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bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float || gl_extensions.OES_texture_half_float;
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bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
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return instanceRendering && vertexTexture && textureFloat;
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#endif
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@@ -291,7 +291,6 @@ void CheckGLExtensions() {
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gl_extensions.NV_shader_framebuffer_fetch = strstr(extString, "GL_NV_shader_framebuffer_fetch") != 0;
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gl_extensions.ARM_shader_framebuffer_fetch = strstr(extString, "GL_ARM_shader_framebuffer_fetch") != 0;
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gl_extensions.OES_texture_float = strstr(extString, "GL_OES_texture_float") != 0;
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gl_extensions.OES_texture_half_float = strstr(extString, "GL_OES_texture_half_float") != 0;
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#if defined(__ANDROID__)
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// On Android, incredibly, this is not consistently non-zero! It does seem to have the same value though.
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@@ -48,7 +48,6 @@ struct GLExtensions {
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bool OES_vertex_array_object;
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bool OES_copy_image;
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bool OES_texture_float;
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bool OES_texture_half_float;
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// ARB
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bool ARB_framebuffer_object;
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