Use EXT version of gl functions
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ef6bacf201
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abc927c91d
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@ -519,7 +519,7 @@ void Bitmap::drawText(const IntRect &rect, const char *str, int align)
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}
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gState->bindTex();
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TEX::uploadSubImage(0, 0, txtSurf->w, txtSurf->h, txtSurf->pixels, GL_BGRA);
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TEX::uploadSubImage(0, 0, txtSurf->w, txtSurf->h, txtSurf->pixels, GL_BGRA_EXT);
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TEX::setSmooth(true);
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Quad &quad = gState->gpQuad();
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@ -166,26 +166,26 @@ namespace FBO
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inline ID gen()
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{
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ID id;
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glGenFramebuffers(1, &id.gl);
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glGenFramebuffersEXT(1, &id.gl);
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return id;
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}
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inline void del(ID id)
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{
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glDeleteFramebuffers(1, &id.gl);
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glDeleteFramebuffersEXT(1, &id.gl);
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}
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inline void bind(ID id, Mode mode = Default)
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{
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static const GLenum modes[] =
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{
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GL_DRAW_FRAMEBUFFER,
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GL_READ_FRAMEBUFFER,
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GL_FRAMEBUFFER
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GL_DRAW_FRAMEBUFFER_EXT,
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GL_READ_FRAMEBUFFER_EXT,
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GL_FRAMEBUFFER_EXT
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};
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glBindFramebuffer(modes[mode], id.gl);
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glBindFramebufferEXT(modes[mode], id.gl);
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}
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inline void unbind(Mode mode = Default)
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@ -195,12 +195,12 @@ namespace FBO
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inline void setTarget(TEX::ID target, unsigned colorAttach = 0)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttach, GL_TEXTURE_2D, target.gl, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttach, GL_TEXTURE_2D, target.gl, 0);
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}
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inline void setTarget(RBO::ID target, unsigned colorAttach = 0)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttach, GL_RENDERBUFFER, target.gl);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttach, GL_RENDERBUFFER, target.gl);
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}
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inline void blit(int srcX, int srcY,
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@ -208,7 +208,7 @@ namespace FBO
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int dstX, int dstY,
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int dstW, int dstH)
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{
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glBlitFramebuffer(srcX, srcY, srcX+srcW, srcY+srcH,
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glBlitFramebufferEXT(srcX, srcY, srcX+srcW, srcY+srcH,
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dstX, dstY, dstX+dstW, dstY+dstH,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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@ -69,20 +69,20 @@ void GLBlendMode::apply(const BlendType &value)
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case BlendNormal :
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glBlendEquation(GL_FUNC_ADD);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case BlendAddition :
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glBlendEquation(GL_FUNC_ADD);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE,
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glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE,
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GL_ONE, GL_ONE);
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break;
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case BlendSubstraction :
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// FIXME Alpha calculation is untested
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE,
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
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glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE,
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GL_ONE, GL_ONE);
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break;
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}
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