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Sort supported GLES extensions alphabetically
This commit is contained in:
committed by
Baldur Karlsson
parent
335aa03920
commit
4242eb6b96
@@ -726,65 +726,20 @@ void WrappedOpenGL::BuildGLExtensions()
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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_KHR_debug");
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m_GLESExtensions.push_back("GL_KHR_no_error");
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m_GLESExtensions.push_back("GL_KHR_context_flush_control");
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m_GLESExtensions.push_back("GL_KHR_robust_buffer_access_behavior");
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_sliced_3d");
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_hdr");
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_ldr");
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m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced");
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m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced_coherent");
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m_GLESExtensions.push_back("GL_OES_copy_image");
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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_rgb8_rgba8");
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m_GLESExtensions.push_back("GL_OES_mapbuffer");
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m_GLESExtensions.push_back("GL_OES_sample_shading");
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m_GLESExtensions.push_back("GL_OES_standard_derivatives");
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m_GLESExtensions.push_back("GL_OES_tessellation_shader");
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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_stencil8");
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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_primitive_bounding_box");
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m_GLESExtensions.push_back("GL_OES_vertex_array_object");
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m_GLESExtensions.push_back("GL_OES_texture_storage_multisample_2d_array");
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m_GLESExtensions.push_back("GL_EXT_base_instance");
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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_copy_image");
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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_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_sRGB");
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m_GLESExtensions.push_back("GL_EXT_sRGB_write_control");
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m_GLESExtensions.push_back("GL_EXT_pvrtc_sRGB");
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m_GLESExtensions.push_back("GL_EXT_tessellation_shader");
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m_GLESExtensions.push_back("GL_EXT_texture_border_clamp");
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m_GLESExtensions.push_back("GL_EXT_texture_buffer");
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m_GLESExtensions.push_back("GL_EXT_texture_format_BGRA8888");
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m_GLESExtensions.push_back("GL_EXT_texture_norm16");
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m_GLESExtensions.push_back("GL_EXT_texture_rg");
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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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m_GLESExtensions.push_back("GL_EXT_texture_sRGB_decode");
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m_GLESExtensions.push_back("GL_EXT_texture_storage");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_astc_decode_mode");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_dxt1");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_s3tc");
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m_GLESExtensions.push_back("GL_EXT_texture_cube_map_array");
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m_GLESExtensions.push_back("GL_EXT_texture_filter_anisotropic");
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m_GLESExtensions.push_back("GL_EXT_texture_filter_minmax");
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m_GLESExtensions.push_back("GL_EXT_robustness");
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m_GLESExtensions.push_back("GL_EXT_gpu_shader5");
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m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture");
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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_robustness");
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m_GLESExtensions.push_back("GL_EXT_separate_shader_objects");
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m_GLESExtensions.push_back("GL_EXT_shader_framebuffer_fetch");
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m_GLESExtensions.push_back("GL_EXT_shader_group_vote");
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@@ -794,10 +749,52 @@ void WrappedOpenGL::BuildGLESExtensions()
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m_GLESExtensions.push_back("GL_EXT_shader_non_constant_global_initializers");
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m_GLESExtensions.push_back("GL_EXT_shader_texture_lod");
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m_GLESExtensions.push_back("GL_EXT_shadow_samplers");
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m_GLESExtensions.push_back("GL_EXT_primitive_bounding_box");
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m_GLESExtensions.push_back("GL_EXT_multisampled_render_to_texture");
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m_GLESExtensions.push_back("GL_EXT_color_buffer_half_float");
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m_GLESExtensions.push_back("GL_EXT_color_buffer_float");
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m_GLESExtensions.push_back("GL_EXT_sRGB");
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m_GLESExtensions.push_back("GL_EXT_sRGB_write_control");
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m_GLESExtensions.push_back("GL_EXT_tessellation_shader");
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m_GLESExtensions.push_back("GL_EXT_texture_border_clamp");
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m_GLESExtensions.push_back("GL_EXT_texture_buffer");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_astc_decode_mode");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_dxt1");
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m_GLESExtensions.push_back("GL_EXT_texture_compression_s3tc");
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m_GLESExtensions.push_back("GL_EXT_texture_cube_map_array");
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m_GLESExtensions.push_back("GL_EXT_texture_filter_anisotropic");
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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_norm16");
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m_GLESExtensions.push_back("GL_EXT_texture_rg");
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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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m_GLESExtensions.push_back("GL_EXT_texture_storage");
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m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced");
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m_GLESExtensions.push_back("GL_KHR_blend_equation_advanced_coherent");
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m_GLESExtensions.push_back("GL_KHR_context_flush_control");
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m_GLESExtensions.push_back("GL_KHR_debug");
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m_GLESExtensions.push_back("GL_KHR_no_error");
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m_GLESExtensions.push_back("GL_KHR_robust_buffer_access_behavior");
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m_GLESExtensions.push_back("GL_KHR_texture_compression_astc_hdr");
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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_OES_copy_image");
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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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m_GLESExtensions.push_back("GL_OES_primitive_bounding_box");
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m_GLESExtensions.push_back("GL_OES_rgb8_rgba8");
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m_GLESExtensions.push_back("GL_OES_sample_shading");
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m_GLESExtensions.push_back("GL_OES_standard_derivatives");
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m_GLESExtensions.push_back("GL_OES_tessellation_shader");
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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_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_stencil8");
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m_GLESExtensions.push_back("GL_OES_texture_storage_multisample_2d_array");
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m_GLESExtensions.push_back("GL_OES_vertex_array_object");
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// we'll be sorting the implementation extension array, so make sure the
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// sorts are identical so we can do the intersection easily
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