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https://github.com/dolphin-emu/dolphin.git
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glShadeModel is also obsolete
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@ -240,20 +240,6 @@ Renderer::Renderer()
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s_blendMode = 0;
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s_blendMode = 0;
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InitFPSCounter();
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InitFPSCounter();
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// Look for required extensions.
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const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
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if (!ptoken)
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{
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PanicAlert("Your OpenGL Driver seems to be not working.\n"
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"Please make sure your drivers are up-to-date and\n"
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"that your video hardware is OpenGL 2.x compatible.");
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return; // TODO: fail
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}
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INFO_LOG(VIDEO, "Supported OpenGL Extensions:");
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INFO_LOG(VIDEO, "%s", ptoken); // write to the log file
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INFO_LOG(VIDEO, "\n");
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OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
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OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
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glGetString(GL_VENDOR),
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glGetString(GL_VENDOR),
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glGetString(GL_RENDERER),
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glGetString(GL_RENDERER),
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@ -262,7 +248,7 @@ Renderer::Renderer()
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bool bSuccess = true;
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bool bSuccess = true;
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GLint numvertexattribs = 0;
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GLint numvertexattribs = 0;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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if (numvertexattribs < 11)
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if (numvertexattribs < 16)
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{
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Number of attributes %d not enough.\n"
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Number of attributes %d not enough.\n"
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"GPU: Does your video card support OpenGL 2.x?",
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"GPU: Does your video card support OpenGL 2.x?",
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@ -312,7 +298,7 @@ Renderer::Renderer()
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bSuccess = false;
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bSuccess = false;
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}
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}
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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s_bHaveCoverageMSAA = glewIsSupported("GL_NV_framebuffer_multisample_coverage");
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if (glewIsSupported("GL_ARB_blend_func_extended"))
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if (glewIsSupported("GL_ARB_blend_func_extended"))
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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@ -431,7 +417,6 @@ Renderer::Renderer()
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glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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