Enable compressed texture. Also minor cleanup.
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@@ -285,7 +285,6 @@ PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB = NULL;
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//shader object prototypes
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PFNGLDELETEOBJECTARBPROC glDeleteShader = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteProgram = NULL;
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PFNGLGETHANDLEARBPROC glGetHandleARB = NULL;
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PFNGLDETACHOBJECTARBPROC glDetachObjectARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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@@ -455,6 +454,7 @@ LLGLManager::LLGLManager() :
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mHasGpuShader5(FALSE),
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mHasAdaptiveVsync(FALSE),
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mHasTextureSwizzle(FALSE),
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mHasTextureCompression(false),
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mIsATI(FALSE),
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mIsNVIDIA(FALSE),
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@@ -937,6 +937,11 @@ void LLGLManager::initExtensions()
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#else
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mHasBlendFuncSeparate = FALSE;
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# endif // GL_EXT_blend_func_separate
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# if GL_ARB_texture_copression
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mHasTextureCompression = true;
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#else
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mHasTextureCompression = false;
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# endif
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mHasMipMapGeneration = FALSE;
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mHasAnisotropic = FALSE;
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mHasCubeMap = FALSE;
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@@ -1002,6 +1007,9 @@ void LLGLManager::initExtensions()
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#ifdef GL_ARB_texture_swizzle
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mHasTextureSwizzle = mGLVersion >= 3.3f || ExtensionExists("GL_ARB_texture_swizzle", gGLHExts.mSysExts);
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#endif
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#ifdef GL_ARB_texture_compression
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mHasTextureCompression = mGLVersion >= 2.f || ExtensionExists("GL_ARB_texture_compression", gGLHExts.mSysExts);
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#endif
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#if LL_LINUX || LL_SOLARIS
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LL_INFOS() << "initExtensions() checking shell variables to adjust features..." << LL_ENDL;
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@@ -1128,6 +1136,10 @@ void LLGLManager::initExtensions()
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{
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LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_draw_buffers" << LL_ENDL;
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}
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if (!mHasTextureCompression)
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{
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LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_texture_compression" << LL_ENDL;
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}
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// Disable certain things due to known bugs
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if (mIsIntel && mHasMipMapGeneration)
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@@ -1278,7 +1290,6 @@ void LLGLManager::initExtensions()
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{
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glDeleteShader = (PFNGLDELETEOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDeleteShader", "glDeleteObjectARB");
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glDeleteProgram = (PFNGLDELETEOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDeleteProgram", "glDeleteObjectARB");
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glGetHandleARB = (PFNGLGETHANDLEARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetHandle");
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glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDetachShader", "glDetachObjectARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glCreateShader", "glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glShaderSource");
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@@ -1390,6 +1401,11 @@ void LLGLManager::initExtensions()
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glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetVertexAttribPointerv");
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//glIsProgramARB = (PFNGLISPROGRAMARBPROC) GLH_EXT_GET_PROC_ADDRESS("glIsProgramARB");
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}
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if (mHasTextureCompression)
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{
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glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetCompressedTexImage");
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glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glCompressedTexImage2D");
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}
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LL_DEBUGS("RenderInit") << "GL Probe: Got symbols" << LL_ENDL;
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#endif
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