libobs-opengl: Require OpenGL 3.3 instead of 3.2

There don't appear to be any GPUs that support 3.2, but not 3.3. GLSL
330 maps to HLSL Shader Model 4, so this will theoretically make shaders
programs less likely to diverge, particularly for behavior around NaNs.
This commit is contained in:
jpark37
2019-09-12 21:28:26 -07:00
parent 05888fc3aa
commit 6eca70a529
4 changed files with 43 additions and 43 deletions

View File

@@ -130,23 +130,15 @@ static void gl_enable_debug() {}
static bool gl_init_extensions(struct gs_device *device)
{
if (!GLAD_GL_VERSION_2_1) {
blog(LOG_ERROR, "obs-studio requires OpenGL version 2.1 or "
"higher.");
if (!GLAD_GL_VERSION_3_3) {
blog(LOG_ERROR,
"obs-studio requires OpenGL version 3.3 or higher.");
return false;
}
gl_enable_debug();
if (!GLAD_GL_VERSION_3_0 && !GLAD_GL_ARB_framebuffer_object) {
blog(LOG_ERROR, "OpenGL extension ARB_framebuffer_object "
"is required.");
return false;
}
if (GLAD_GL_VERSION_3_2 || GLAD_GL_ARB_seamless_cube_map) {
gl_enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
gl_enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
if (GLAD_GL_VERSION_4_3 || GLAD_GL_ARB_copy_image)
device->copy_type = COPY_TYPE_ARB;
@@ -182,8 +174,11 @@ void convert_sampler_info(struct gs_sampler_state *sampler,
sampler->max_anisotropy = info->max_anisotropy;
max_anisotropy_max = 1;
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy_max);
gl_success("glGetIntegerv(GL_MAX_TEXTURE_ANISOTROPY_MAX)");
if (GLAD_GL_EXT_texture_filter_anisotropic) {
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
&max_anisotropy_max);
gl_success("glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)");
}
if (1 <= sampler->max_anisotropy &&
sampler->max_anisotropy <= max_anisotropy_max)
@@ -475,9 +470,12 @@ static bool load_texture_sampler(gs_texture_t *tex, gs_samplerstate_t *ss)
success = false;
if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_WRAP_R, ss->address_w))
success = false;
if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
ss->max_anisotropy))
success = false;
if (GLAD_GL_EXT_texture_filter_anisotropic) {
if (!gl_tex_param_i(tex->gl_target,
GL_TEXTURE_MAX_ANISOTROPY_EXT,
ss->max_anisotropy))
success = false;
}
apply_swizzle(tex);