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GLES:Fix again compatibility for instanced rendering.
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2 changed files with 4 additions and 6 deletions
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@ -300,9 +300,8 @@ void GPU_GLES::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_ANISOTROPY;
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
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|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/);
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if (canUseInstanceID && canDefInstanceID)
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4;
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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int maxVertexTextureImageUnits;
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@ -93,9 +93,8 @@ bool CheckSupportInstancedTessellationGLES() {
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bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.GLES3 || gl_extensions.EXT_gpu_shader4
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|| (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 1)/*GLSL 1.4*/);
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bool instanceRendering = canUseInstanceID && canDefInstanceID;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4;
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
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