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-rw-r--r--drivers/gles3/storage/config.cpp42
1 files changed, 17 insertions, 25 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 03dde88d4b..be7555788a 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -31,17 +31,9 @@
#ifdef GLES3_ENABLED
#include "config.h"
-#include "core/config/project_settings.h"
-#include "core/templates/vector.h"
-#ifdef ANDROID_ENABLED
-#include <GLES3/gl3.h>
-#include <GLES3/gl3ext.h>
-#include <GLES3/gl3platform.h>
-
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#endif
+#include "../rasterizer_gles3.h"
+#include "texture_storage.h"
using namespace GLES3;
@@ -69,24 +61,24 @@ Config::Config() {
astc_hdr_supported = extensions.has("GL_KHR_texture_compression_astc_ldr");
astc_layered_supported = extensions.has("GL_KHR_texture_compression_astc_sliced_3d");
-#ifdef GLES_OVER_GL
- float_texture_supported = true;
- etc2_supported = false;
- s3tc_supported = true;
- rgtc_supported = true; //RGTC - core since OpenGL version 3.0
-#else
- float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
- etc2_supported = true;
+ if (RasterizerGLES3::is_gles_over_gl()) {
+ float_texture_supported = true;
+ etc2_supported = false;
+ s3tc_supported = true;
+ rgtc_supported = true; //RGTC - core since OpenGL version 3.0
+ } else {
+ float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
+ etc2_supported = true;
#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
- // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
- // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
- // For good measure we do the same hack for iOS, just in case.
- s3tc_supported = false;
+ // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
+ // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
+ // For good measure we do the same hack for iOS, just in case.
+ s3tc_supported = false;
#else
- s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
-#endif
- rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
+ s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
#endif
+ rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
+ }
glGetInteger64v(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetInteger64v(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);