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glsl: Conditionally add GL_ARB_sparse_texture2
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@ -294,8 +294,6 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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}
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}
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void EmitContext::SetupExtensions(std::string&) {
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void EmitContext::SetupExtensions(std::string&) {
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// TODO: track this usage
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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if (profile.support_gl_texture_shadow_lod) {
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if (profile.support_gl_texture_shadow_lod) {
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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}
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}
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@ -331,6 +329,9 @@ void EmitContext::SetupExtensions(std::string&) {
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stage != Stage::Geometry) {
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stage != Stage::Geometry) {
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header += "#extension GL_ARB_shader_viewport_layer_array : enable\n";
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header += "#extension GL_ARB_shader_viewport_layer_array : enable\n";
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}
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}
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if (info.uses_sparse_residency) {
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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}
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if (UsesTyplessImage(info)) {
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if (UsesTyplessImage(info)) {
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header += "#extension GL_EXT_shader_image_load_formatted : enable\n";
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header += "#extension GL_EXT_shader_image_load_formatted : enable\n";
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}
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}
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