mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-05 06:11:05 +00:00
Whitelist some GL/GLES extensions that are already supported.
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@@ -236,6 +236,7 @@ void WrappedOpenGL::BuildGLExtensions()
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m_GLExtensions.push_back("GL_EXT_texture_integer");
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m_GLExtensions.push_back("GL_EXT_texture_lod_bias");
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m_GLExtensions.push_back("GL_EXT_texture_mirror_clamp");
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m_GLExtensions.push_back("GL_EXT_texture_shadow_lod");
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m_GLExtensions.push_back("GL_EXT_texture_shared_exponent");
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m_GLExtensions.push_back("GL_EXT_texture_snorm");
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m_GLExtensions.push_back("GL_EXT_texture_sRGB");
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@@ -292,7 +293,6 @@ void WrappedOpenGL::BuildGLExtensions()
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* GL_EXT_external_buffer
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* GL_EXT_window_rectangles
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* GL_EXT_texture_sRGB_R8
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* GL_EXT_texture_shadow_lod
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* GL_EXT_shader_framebuffer_fetch
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* GL_EXT_shader_framebuffer_fetch_non_coherent
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* GL_EXT_multiview_timer_query
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@@ -390,33 +390,48 @@ void WrappedOpenGL::BuildGLESExtensions()
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{
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m_GLESExtensions.push_back("GL_ARM_rgba8");
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m_GLESExtensions.push_back("GL_EXT_base_instance");
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m_GLESExtensions.push_back("GL_EXT_blend_func_extended");
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m_GLESExtensions.push_back("GL_EXT_blend_minmax");
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m_GLESExtensions.push_back("GL_EXT_buffer_storage");
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m_GLESExtensions.push_back("GL_EXT_clear_texture");
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m_GLESExtensions.push_back("GL_EXT_clip_control");
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m_GLESExtensions.push_back("GL_EXT_clip_cull_distance");
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m_GLESExtensions.push_back("GL_EXT_color_buffer_float");
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m_GLESExtensions.push_back("GL_EXT_color_buffer_half_float");
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m_GLESExtensions.push_back("GL_EXT_conservative_depth");
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m_GLESExtensions.push_back("GL_EXT_copy_image");
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m_GLESExtensions.push_back("GL_EXT_debug_label");
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m_GLESExtensions.push_back("GL_EXT_debug_marker");
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m_GLESExtensions.push_back("GL_EXT_depth_clamp");
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m_GLESExtensions.push_back("GL_EXT_discard_framebuffer");
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m_GLESExtensions.push_back("GL_EXT_disjoint_timer_query");
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m_GLESExtensions.push_back("GL_EXT_draw_buffers");
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m_GLESExtensions.push_back("GL_EXT_draw_buffers_indexed");
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m_GLESExtensions.push_back("GL_EXT_draw_elements_base_vertex");
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m_GLESExtensions.push_back("GL_EXT_draw_instanced");
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m_GLESExtensions.push_back("GL_EXT_draw_transform_feedback");
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m_GLESExtensions.push_back("GL_EXT_float_blend");
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m_GLESExtensions.push_back("GL_EXT_frag_depth");
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m_GLESExtensions.push_back("GL_EXT_geometry_point_size");
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m_GLESExtensions.push_back("GL_EXT_geometry_shader");
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m_GLESExtensions.push_back("GL_EXT_gpu_shader5");
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m_GLESExtensions.push_back("GL_EXT_instanced_arrays");
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m_GLESExtensions.push_back("GL_EXT_map_buffer_range");
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m_GLESExtensions.push_back("GL_EXT_memory_object");
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m_GLESExtensions.push_back("GL_EXT_memory_object_fd");
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m_GLESExtensions.push_back("GL_EXT_memory_object_win32");
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m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture");
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m_GLESExtensions.push_back("GL_EXT_multi_draw_arrays");
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m_GLESExtensions.push_back("GL_EXT_multi_draw_indirect");
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m_GLESExtensions.push_back("GL_EXT_multisample_compatibility");
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m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture2");
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m_GLESExtensions.push_back("GL_EXT_occlusion_query_boolean");
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m_GLESExtensions.push_back("GL_EXT_polygon_offset_clamp");
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m_GLESExtensions.push_back("GL_EXT_post_depth_coverage");
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m_GLESExtensions.push_back("GL_EXT_primitive_bounding_box");
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m_GLESExtensions.push_back("GL_EXT_pvrtc_sRGB");
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m_GLESExtensions.push_back("GL_EXT_raster_multisample");
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m_GLESExtensions.push_back("GL_EXT_render_snorm");
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m_GLESExtensions.push_back("GL_EXT_robustness");
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m_GLESExtensions.push_back("GL_EXT_semaphore");
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m_GLESExtensions.push_back("GL_EXT_semaphore_fd");
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@@ -446,8 +461,11 @@ void WrappedOpenGL::BuildGLESExtensions()
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m_GLESExtensions.push_back("GL_EXT_texture_filter_minmax");
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m_GLESExtensions.push_back("GL_EXT_texture_format_BGRA8888");
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m_GLESExtensions.push_back("GL_EXT_texture_lod_bias");
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m_GLESExtensions.push_back("GL_EXT_texture_mirror_clamp_to_edge");
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m_GLESExtensions.push_back("GL_EXT_texture_norm16");
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m_GLESExtensions.push_back("GL_EXT_texture_query_lod");
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m_GLESExtensions.push_back("GL_EXT_texture_rg");
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m_GLESExtensions.push_back("GL_EXT_texture_shadow_lod");
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m_GLESExtensions.push_back("GL_EXT_texture_sRGB_decode");
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m_GLESExtensions.push_back("GL_EXT_texture_sRGB_R8");
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m_GLESExtensions.push_back("GL_EXT_texture_sRGB_RG8");
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@@ -467,6 +485,9 @@ void WrappedOpenGL::BuildGLESExtensions()
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_ldr");
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_sliced_3d");
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m_GLESExtensions.push_back("GL_NV_viewport_array");
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m_GLESExtensions.push_back("GL_OES_blend_equation_separate");
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m_GLESExtensions.push_back("GL_OES_blend_func_separate");
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m_GLESExtensions.push_back("GL_OES_blend_subtract");
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m_GLESExtensions.push_back("GL_OES_compressed_ETC1_RGB8_texture");
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m_GLESExtensions.push_back("GL_OES_copy_image");
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m_GLESExtensions.push_back("GL_OES_depth24");
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@@ -475,7 +496,9 @@ void WrappedOpenGL::BuildGLESExtensions()
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m_GLESExtensions.push_back("GL_OES_depth_texture_cube_map");
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m_GLESExtensions.push_back("GL_OES_draw_buffers_indexed");
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m_GLESExtensions.push_back("GL_OES_draw_elements_base_vertex");
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m_GLESExtensions.push_back("GL_OES_element_index_uint");
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m_GLESExtensions.push_back("GL_OES_fbo_render_mipmap");
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m_GLESExtensions.push_back("GL_OES_framebuffer_object");
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m_GLESExtensions.push_back("GL_OES_geometry_shader");
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m_GLESExtensions.push_back("GL_OES_gpu_shader5");
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m_GLESExtensions.push_back("GL_OES_mapbuffer");
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@@ -489,11 +512,13 @@ void WrappedOpenGL::BuildGLESExtensions()
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m_GLESExtensions.push_back("GL_OES_texture_border_clamp");
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m_GLESExtensions.push_back("GL_OES_texture_buffer");
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m_GLESExtensions.push_back("GL_OES_texture_compression_astc");
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m_GLESExtensions.push_back("GL_OES_texture_cube_map");
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m_GLESExtensions.push_back("GL_OES_texture_cube_map_array");
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m_GLESExtensions.push_back("GL_OES_texture_float");
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m_GLESExtensions.push_back("GL_OES_texture_float_linear");
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m_GLESExtensions.push_back("GL_OES_texture_half_float");
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m_GLESExtensions.push_back("GL_OES_texture_half_float_linear");
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m_GLESExtensions.push_back("GL_OES_texture_mirrored_repeat");
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m_GLESExtensions.push_back("GL_OES_texture_npot");
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m_GLESExtensions.push_back("GL_OES_texture_stencil8");
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m_GLESExtensions.push_back("GL_OES_texture_storage_multisample_2d_array");
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@@ -522,32 +547,17 @@ void WrappedOpenGL::BuildGLESExtensions()
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As above - only OES, KHR, and EXT extensions listed
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* GL_EXT_blend_func_extended
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* GL_EXT_clear_texture
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* GL_EXT_clip_control
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* GL_EXT_compressed_ETC1_RGB8_sub_texture
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* GL_EXT_conservative_depth
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* GL_EXT_depth_clamp
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* GL_EXT_draw_transform_feedback
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* GL_EXT_EGL_image_array
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* GL_EXT_EGL_image_external_wrap_modes
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* GL_EXT_EGL_image_storage
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* GL_EXT_external_buffer
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* GL_EXT_float_blend
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* GL_EXT_frag_depth
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* GL_EXT_instanced_arrays
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* GL_EXT_map_buffer_range
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* GL_EXT_multi_draw_indirect
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* GL_EXT_multisample_compatibility
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* GL_EXT_multisampled_render_to_texture2
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* GL_EXT_multiview_draw_buffers
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* GL_EXT_multiview_tessellation_geometry_shader
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* GL_EXT_multiview_texture_multisample
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* GL_EXT_multiview_timer_query
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* GL_EXT_occlusion_query_boolean
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* GL_EXT_protected_textures
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* GL_EXT_read_format_bgra
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* GL_EXT_render_snorm
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* GL_EXT_shader_framebuffer_fetch_non_coherent
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* GL_EXT_shader_pixel_local_storage
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* GL_EXT_shader_pixel_local_storage2
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@@ -556,15 +566,9 @@ void WrappedOpenGL::BuildGLESExtensions()
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* GL_EXT_tessellation_point_size
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* GL_EXT_texture_compression_astc_decode_mode_rgb9e5
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* GL_EXT_texture_format_sRGB_override
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* GL_EXT_texture_mirror_clamp_to_edge
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* GL_EXT_texture_query_lod
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* GL_EXT_texture_shadow_lod
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* GL_EXT_unpack_subimage
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* GL_EXT_window_rectangles
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* GL_EXT_YUV_target
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* GL_OES_blend_equation_separate
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* GL_OES_blend_func_separate
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* GL_OES_blend_subtract
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* GL_OES_byte_coordinates
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* GL_OES_compressed_paletted_texture
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* GL_OES_draw_texture
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@@ -572,11 +576,9 @@ void WrappedOpenGL::BuildGLESExtensions()
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* GL_OES_EGL_image_external
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* GL_OES_EGL_image_external_essl3
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* GL_OES_EGL_sync
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* GL_OES_element_index_uint
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* GL_OES_extended_matrix_palette
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* GL_OES_fixed_point
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* GL_OES_fragment_precision_high
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* GL_OES_framebuffer_object
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* GL_OES_get_program_binary
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* GL_OES_matrix_get
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* GL_OES_matrix_palette
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@@ -595,9 +597,7 @@ void WrappedOpenGL::BuildGLESExtensions()
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* GL_OES_stencil4
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* GL_OES_stencil8
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* GL_OES_surfaceless_context
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* GL_OES_texture_cube_map
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* GL_OES_texture_env_crossbar
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* GL_OES_texture_mirrored_repeat
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* GL_OES_vertex_type_10_10_10_2
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************************************************************************/
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