Sort supported GLES extensions alphabetically

This commit is contained in:
Janos Pantos
2017-06-15 07:18:43 -07:00
committed by Baldur Karlsson
parent 335aa03920
commit 4242eb6b96
+52 -55
View File
@@ -726,65 +726,20 @@ void WrappedOpenGL::BuildGLExtensions()
void WrappedOpenGL::BuildGLESExtensions()
{
m_GLESExtensions.push_back("GL_ARM_rgba8");
m_GLESExtensions.push_back("GL_KHR_debug");
m_GLESExtensions.push_back("GL_KHR_no_error");
m_GLESExtensions.push_back("GL_KHR_context_flush_control");
m_GLESExtensions.push_back("GL_KHR_robust_buffer_access_behavior");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_sliced_3d");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_hdr");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_ldr");
m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced");
m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced_coherent");
m_GLESExtensions.push_back("GL_OES_copy_image");
m_GLESExtensions.push_back("GL_OES_geometry_shader");
m_GLESExtensions.push_back("GL_OES_gpu_shader5");
m_GLESExtensions.push_back("GL_OES_rgb8_rgba8");
m_GLESExtensions.push_back("GL_OES_mapbuffer");
m_GLESExtensions.push_back("GL_OES_sample_shading");
m_GLESExtensions.push_back("GL_OES_standard_derivatives");
m_GLESExtensions.push_back("GL_OES_tessellation_shader");
m_GLESExtensions.push_back("GL_OES_texture_border_clamp");
m_GLESExtensions.push_back("GL_OES_texture_buffer");
m_GLESExtensions.push_back("GL_OES_texture_compression_astc");
m_GLESExtensions.push_back("GL_OES_texture_stencil8");
m_GLESExtensions.push_back("GL_OES_texture_float");
m_GLESExtensions.push_back("GL_OES_texture_float_linear");
m_GLESExtensions.push_back("GL_OES_texture_half_float");
m_GLESExtensions.push_back("GL_OES_texture_half_float_linear");
m_GLESExtensions.push_back("GL_OES_primitive_bounding_box");
m_GLESExtensions.push_back("GL_OES_vertex_array_object");
m_GLESExtensions.push_back("GL_OES_texture_storage_multisample_2d_array");
m_GLESExtensions.push_back("GL_EXT_base_instance");
m_GLESExtensions.push_back("GL_EXT_color_buffer_float");
m_GLESExtensions.push_back("GL_EXT_color_buffer_half_float");
m_GLESExtensions.push_back("GL_EXT_copy_image");
m_GLESExtensions.push_back("GL_EXT_disjoint_timer_query");
m_GLESExtensions.push_back("GL_EXT_draw_buffers");
m_GLESExtensions.push_back("GL_EXT_draw_buffers_indexed");
m_GLESExtensions.push_back("GL_EXT_geometry_point_size");
m_GLESExtensions.push_back("GL_EXT_geometry_shader");
m_GLESExtensions.push_back("GL_EXT_sRGB");
m_GLESExtensions.push_back("GL_EXT_sRGB_write_control");
m_GLESExtensions.push_back("GL_EXT_pvrtc_sRGB");
m_GLESExtensions.push_back("GL_EXT_tessellation_shader");
m_GLESExtensions.push_back("GL_EXT_texture_border_clamp");
m_GLESExtensions.push_back("GL_EXT_texture_buffer");
m_GLESExtensions.push_back("GL_EXT_texture_format_BGRA8888");
m_GLESExtensions.push_back("GL_EXT_texture_norm16");
m_GLESExtensions.push_back("GL_EXT_texture_rg");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_R8");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_RG8");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_decode");
m_GLESExtensions.push_back("GL_EXT_texture_storage");
m_GLESExtensions.push_back("GL_EXT_texture_compression_astc_decode_mode");
m_GLESExtensions.push_back("GL_EXT_texture_compression_dxt1");
m_GLESExtensions.push_back("GL_EXT_texture_compression_s3tc");
m_GLESExtensions.push_back("GL_EXT_texture_cube_map_array");
m_GLESExtensions.push_back("GL_EXT_texture_filter_anisotropic");
m_GLESExtensions.push_back("GL_EXT_texture_filter_minmax");
m_GLESExtensions.push_back("GL_EXT_robustness");
m_GLESExtensions.push_back("GL_EXT_gpu_shader5");
m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture");
m_GLESExtensions.push_back("GL_EXT_primitive_bounding_box");
m_GLESExtensions.push_back("GL_EXT_pvrtc_sRGB");
m_GLESExtensions.push_back("GL_EXT_robustness");
m_GLESExtensions.push_back("GL_EXT_separate_shader_objects");
m_GLESExtensions.push_back("GL_EXT_shader_framebuffer_fetch");
m_GLESExtensions.push_back("GL_EXT_shader_group_vote");
@@ -794,10 +749,52 @@ void WrappedOpenGL::BuildGLESExtensions()
m_GLESExtensions.push_back("GL_EXT_shader_non_constant_global_initializers");
m_GLESExtensions.push_back("GL_EXT_shader_texture_lod");
m_GLESExtensions.push_back("GL_EXT_shadow_samplers");
m_GLESExtensions.push_back("GL_EXT_primitive_bounding_box");
m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture");
m_GLESExtensions.push_back("GL_EXT_color_buffer_half_float");
m_GLESExtensions.push_back("GL_EXT_color_buffer_float");
m_GLESExtensions.push_back("GL_EXT_sRGB");
m_GLESExtensions.push_back("GL_EXT_sRGB_write_control");
m_GLESExtensions.push_back("GL_EXT_tessellation_shader");
m_GLESExtensions.push_back("GL_EXT_texture_border_clamp");
m_GLESExtensions.push_back("GL_EXT_texture_buffer");
m_GLESExtensions.push_back("GL_EXT_texture_compression_astc_decode_mode");
m_GLESExtensions.push_back("GL_EXT_texture_compression_dxt1");
m_GLESExtensions.push_back("GL_EXT_texture_compression_s3tc");
m_GLESExtensions.push_back("GL_EXT_texture_cube_map_array");
m_GLESExtensions.push_back("GL_EXT_texture_filter_anisotropic");
m_GLESExtensions.push_back("GL_EXT_texture_filter_minmax");
m_GLESExtensions.push_back("GL_EXT_texture_format_BGRA8888");
m_GLESExtensions.push_back("GL_EXT_texture_norm16");
m_GLESExtensions.push_back("GL_EXT_texture_rg");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_decode");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_R8");
m_GLESExtensions.push_back("GL_EXT_texture_sRGB_RG8");
m_GLESExtensions.push_back("GL_EXT_texture_storage");
m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced");
m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced_coherent");
m_GLESExtensions.push_back("GL_KHR_context_flush_control");
m_GLESExtensions.push_back("GL_KHR_debug");
m_GLESExtensions.push_back("GL_KHR_no_error");
m_GLESExtensions.push_back("GL_KHR_robust_buffer_access_behavior");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_hdr");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_ldr");
m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_sliced_3d");
m_GLESExtensions.push_back("GL_OES_copy_image");
m_GLESExtensions.push_back("GL_OES_geometry_shader");
m_GLESExtensions.push_back("GL_OES_gpu_shader5");
m_GLESExtensions.push_back("GL_OES_mapbuffer");
m_GLESExtensions.push_back("GL_OES_primitive_bounding_box");
m_GLESExtensions.push_back("GL_OES_rgb8_rgba8");
m_GLESExtensions.push_back("GL_OES_sample_shading");
m_GLESExtensions.push_back("GL_OES_standard_derivatives");
m_GLESExtensions.push_back("GL_OES_tessellation_shader");
m_GLESExtensions.push_back("GL_OES_texture_border_clamp");
m_GLESExtensions.push_back("GL_OES_texture_buffer");
m_GLESExtensions.push_back("GL_OES_texture_compression_astc");
m_GLESExtensions.push_back("GL_OES_texture_float");
m_GLESExtensions.push_back("GL_OES_texture_float_linear");
m_GLESExtensions.push_back("GL_OES_texture_half_float");
m_GLESExtensions.push_back("GL_OES_texture_half_float_linear");
m_GLESExtensions.push_back("GL_OES_texture_stencil8");
m_GLESExtensions.push_back("GL_OES_texture_storage_multisample_2d_array");
m_GLESExtensions.push_back("GL_OES_vertex_array_object");
// we'll be sorting the implementation extension array, so make sure the
// sorts are identical so we can do the intersection easily