Use ANGLE multisample extensions for UWP
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1 changed files with 8 additions and 1 deletions
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@ -85,7 +85,9 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
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#define glClearDepth glClearDepthf
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#define glClearDepth glClearDepthf
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// enable extensions manually for android and ios
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// enable extensions manually for android and ios
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#ifndef UWP_ENABLED
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#include <dlfcn.h> // needed to load extensions
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#include <dlfcn.h> // needed to load extensions
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#endif
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#ifdef IPHONE_ENABLED
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#ifdef IPHONE_ENABLED
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@ -93,13 +95,18 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
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//void *glRenderbufferStorageMultisampleAPPLE;
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//void *glRenderbufferStorageMultisampleAPPLE;
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//void *glResolveMultisampleFramebufferAPPLE;
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//void *glResolveMultisampleFramebufferAPPLE;
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
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#elif ANDROID_ENABLED
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#elif defined(ANDROID_ENABLED)
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#include <GLES2/gl2ext.h>
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#include <GLES2/gl2ext.h>
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PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
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PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
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PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
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PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
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#elif defined(UWP_ENABLED)
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#include <GLES2/gl2ext.h>
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#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE
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#endif
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#endif
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#define GL_MAX_SAMPLES 0x8D57
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#define GL_MAX_SAMPLES 0x8D57
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