diff --git a/renderdoc/driver/gl/gl_driver.cpp b/renderdoc/driver/gl/gl_driver.cpp index 5af74ee6f..922994c2d 100644 --- a/renderdoc/driver/gl/gl_driver.cpp +++ b/renderdoc/driver/gl/gl_driver.cpp @@ -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