void (*glsym_glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params) = NULL;
void (*glsym_glFinishFenceNV) (GLuint fence) = NULL;
void (*glsym_glSetFenceNV) (GLuint, GLenum) = NULL;
-void (*glsym_glRenderbufferStorageMultisampleIMG) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = NULL;
-void (*glsym_glFramebufferTexture2DMultisampleIMG) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) = NULL;
+void (*glsym_glRenderbufferStorageMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = NULL;
+void (*glsym_glFramebufferTexture2DMultisample) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) = NULL;
void (*glsym_glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls) = NULL;
void (*glsym_glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString) = NULL;
void (*glsym_glEnableDriverControlQCOM) (GLuint driverControl) = NULL;
if (glsym_glExtGetShadersQCOM) _gl_ext_entries[9].supported = 1;
/* GL_IMG_multisampled_render_to_texture */
- FINDSYM(glsym_glRenderbufferStorageMultisampleIMG, "glRenderbufferStorageMultisampleIMG", glsym_func_void);
- FINDSYM(glsym_glRenderbufferStorageMultisampleIMG, "glRenderbufferStorageMultisampleEXT", glsym_func_void);
- FINDSYM(glsym_glFramebufferTexture2DMultisampleIMG, "glFramebufferTexture2DMultisampleIMG", glsym_func_void);
- FINDSYM(glsym_glFramebufferTexture2DMultisampleIMG, "glFramebufferTexture2DMultisampleEXT", glsym_func_void);
+ FINDSYM(glsym_glRenderbufferStorageMultisample, "glRenderbufferStorageMultisampleIMG", glsym_func_void);
+ FINDSYM(glsym_glRenderbufferStorageMultisample, "glRenderbufferStorageMultisampleEXT", glsym_func_void);
+ FINDSYM(glsym_glFramebufferTexture2DMultisample, "glFramebufferTexture2DMultisampleIMG", glsym_func_void);
+ FINDSYM(glsym_glFramebufferTexture2DMultisample, "glFramebufferTexture2DMultisampleEXT", glsym_func_void);
}
glBindTexture(GL_TEXTURE_2D, 0);
if (mult_samples)
- glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0, mult_samples);
+ glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0, mult_samples);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
}
0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
if (mult_samples)
{
- glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, ds_tex, 0, mult_samples);
- glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
- GL_TEXTURE_2D, ds_tex, 0, mult_samples);
+ glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, ds_tex, 0, mult_samples);
+ glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_TEXTURE_2D, ds_tex, 0, mult_samples);
}
else
{
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
if (mult_samples)
- glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER, mult_samples, attach_fmt, w, h);
+ glsym_glRenderbufferStorageMultisample(GL_RENDERBUFFER, mult_samples, attach_fmt, w, h);
else
glRenderbufferStorage(GL_RENDERBUFFER, attach_fmt, w, h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb);
// Check if msaa_support is supported
if (max_samples &&
- (glsym_glFramebufferTexture2DMultisampleIMG) &&
- (glsym_glRenderbufferStorageMultisampleIMG))
+ (glsym_glFramebufferTexture2DMultisample) &&
+ (glsym_glRenderbufferStorageMultisample))
{
re->gl_cap.msaa_support = 1;
// Attach texture to FBO
if (sfc->rt_msaa_samples)
- glsym_glFramebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples);
+ glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, sfc->rt_tex, 0);
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_depth);
if (sfc->rt_msaa_samples)
- glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER,
- sfc->rt_msaa_samples,
- sfc->rb_depth_fmt,
- sfc->w, sfc->h);
+ glsym_glRenderbufferStorageMultisample(GL_RENDERBUFFER,
+ sfc->rt_msaa_samples,
+ sfc->rb_depth_fmt,
+ sfc->w, sfc->h);
else
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_fmt,
sfc->w, sfc->h);
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_stencil);
if (sfc->rt_msaa_samples)
- glsym_glRenderbufferStorageMultisampleIMG(GL_RENDERBUFFER,
- sfc->rt_msaa_samples,
- sfc->rb_stencil_fmt,
- sfc->w, sfc->h);
+ glsym_glRenderbufferStorageMultisample(GL_RENDERBUFFER,
+ sfc->rt_msaa_samples,
+ sfc->rb_stencil_fmt,
+ sfc->w, sfc->h);
else
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_stencil_fmt,
sfc->w, sfc->h);