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Merge pull request #1583 from Sonicadvance1/mobile-draw-elements-base-vertex
Adds support for OpenGL ES draw_elements_base_vertex.
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commit
f8879c8ec6
@ -1536,6 +1536,12 @@ const GLFunc gl_function_array[] =
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GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
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GLFUNC_REQUIRES(glDrawRangeElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
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GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
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GLFUNC_REQUIRES(glMultiDrawElementsBaseVertex, "GL_ARB_draw_elements_base_vertex"),
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// EXT_draw_elements_base_vertex
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GLFUNC_SUFFIX(glDrawElementsBaseVertex, EXT, "GL_EXT_draw_elements_base_vertex !GL_ARB_draw_elements_base_vertex"),
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GLFUNC_SUFFIX(glDrawElementsInstancedBaseVertex, EXT, "GL_EXT_draw_elements_base_vertex VERSION_GLES3 !GL_ARB_draw_elements_base_vertex"),
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GLFUNC_SUFFIX(glDrawRangeElementsBaseVertex, EXT, "GL_EXT_draw_elements_base_vertex VERSION_GLES3 !GL_ARB_draw_elements_base_vertex"),
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GLFUNC_SUFFIX(glMultiDrawElementsBaseVertex, EXT, "GL_EXT_draw_elements_base_vertex GL_EXT_multi_draw_arrays !GL_ARB_draw_elements_base_vertex"),
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// ARB_sample_shading
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// ARB_sample_shading
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GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"),
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GLFUNC_REQUIRES(glMinSampleShadingARB, "GL_ARB_sample_shading"),
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@ -475,7 +475,8 @@ Renderer::Renderer()
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
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g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
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g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex");
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g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex") ||
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GLExtensions::Supports("GL_EXT_draw_elements_base_vertex");
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g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
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g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage");
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g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
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g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
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g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
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g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
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