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OpenGL: Try a different way to exclude desktop compression formats in build
May fix #17110
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21a0a91818
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c6e0027604
2 changed files with 2 additions and 4 deletions
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@ -86,7 +86,7 @@ bool Thin3DFormatToGLFormatAndType(DataFormat fmt, GLuint &internalFormat, GLuin
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alignment = 16;
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break;
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#if PPSSPP_PLATFORM(WINDOWS)
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#ifndef USING_GLES2
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case DataFormat::BC1_RGBA_UNORM_BLOCK:
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internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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format = GL_RGB;
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@ -593,10 +593,8 @@ bool CheckGLExtensions() {
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switch (compressedFormats[i]) {
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case GL_COMPRESSED_RGB8_ETC2: gl_extensions.supportsETC2 = true; break;
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case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: gl_extensions.supportsASTC = true; break;
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#if !PPSSPP_PLATFORM(IOS) && !PPSSPP_PLATFORM(MAC)
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#ifndef USING_GLES2
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: gl_extensions.supportsBC123 = true; break;
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#endif
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#if PPSSPP_PLATFORM(WINDOWS)
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case GL_COMPRESSED_RGBA_BPTC_UNORM: gl_extensions.supportsBC7 = true; break;
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#endif
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}
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