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[spline/bezier]Add some gpu features flags for Instanced Tessellation.
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@ -580,6 +580,17 @@ void GPU_GLES::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_ANISOTROPY;
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if (gl_extensions.EXT_gpu_shader4)
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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int maxVertexTextureImageUnits;
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
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if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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// If we already have a 16-bit depth buffer, we don't need to round.
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if (fbo_standard_z_depth() > 16) {
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if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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@ -472,6 +472,9 @@ enum : u64 {
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GPU_IS_MOBILE = FLAG_BIT(29),
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GPU_PREFER_CPU_DOWNLOAD = FLAG_BIT(30),
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GPU_PREFER_REVERSE_COLOR_ORDER = FLAG_BIT(31),
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GPU_SUPPORTS_INSTANCE_RENDERING = FLAG_BIT(32),
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GPU_SUPPORTS_VERTEX_TEXTURE_FETCH = FLAG_BIT(33),
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GPU_SUPPORTS_TEXTURE_FLOAT = FLAG_BIT(34),
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};
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struct KnownVertexBounds {
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