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Implement support for array textures in GL driver
note: feature detection was not implemented in the legacy driver, but the code itself probably works.
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14 changed files with 111 additions and 72 deletions
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@ -71,6 +71,7 @@ void COpenGL3Driver::initFeatures()
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LODBiasSupported = true;
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BlendMinMaxSupported = true;
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TextureMultisampleSupported = true;
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Texture2DArraySupported = Version.Major >= 3 || queryExtension("GL_EXT_texture_array");
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KHRDebugSupported = isVersionAtLeast(4, 6) || queryExtension("GL_KHR_debug");
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if (KHRDebugSupported)
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MaxLabelLength = GetInteger(GL.MAX_LABEL_LENGTH);
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@ -88,6 +89,8 @@ void COpenGL3Driver::initFeatures()
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MaxAnisotropy = GetInteger(GL.MAX_TEXTURE_MAX_ANISOTROPY);
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MaxIndices = GetInteger(GL_MAX_ELEMENTS_INDICES);
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MaxTextureSize = GetInteger(GL_MAX_TEXTURE_SIZE);
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if (Texture2DArraySupported)
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MaxArrayTextureLayers = GetInteger(GL_MAX_ARRAY_TEXTURE_LAYERS);
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GL.GetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &MaxTextureLODBias);
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GL.GetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
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DimAliasedPoint[0] = 1.0f;
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