Novidia: support (and allow forcing) BGRA texture uploads for extra performance
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@@ -22,14 +22,20 @@ typedef char GLchar;
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#define GL_TEXTURE_1D 0x0de0
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#define GL_TEXTURE_2D 0x0de1
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#define GL_FLOAT 0x1406
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#define GL_RED 0x1903
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#define GL_GREEN 0x1904
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#define GL_BLUE 0x1905
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#define GL_ALPHA 0x1906
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#define GL_RGBA 0x1908
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#define GL_NEAREST 0x2600
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_TEXTURE_WRAP_T 0x2803
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#define GL_BGRA 0x80e1
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#define GL_CLAMP_TO_BORDER 0x812d
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#define GL_CLAMP_TO_EDGE 0x812f
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#define GL_TEXTURE_IMAGE_FORMAT 0x828f
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#define GL_TEXTURE0 0x84c0
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#define GL_TEXTURE8 0x84c8
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#define GL_BUFFER_SIZE 0x8764
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@@ -44,6 +50,11 @@ typedef char GLchar;
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#define GL_CURRENT_PROGRAM 0x8b8d
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#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8da2
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#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8da4
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#define GL_TEXTURE_SWIZZLE_R 0x8e42
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#define GL_TEXTURE_SWIZZLE_G 0x8e43
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#define GL_TEXTURE_SWIZZLE_B 0x8e44
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#define GL_TEXTURE_SWIZZLE_A 0x8e45
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#define GL_TEXTURE_SWIZZLE_RGBA 0x8e46
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#define GL_SHADER_STORAGE_BUFFER 0x90d2
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#define GL_COMPUTE_SHADER 0x91b9
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#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
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@@ -60,6 +71,7 @@ void(__cdecl* glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsize
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// these are all imported using wglGetProcAddress and can't be initialised until after the OpenGL context is created
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void(__cdecl* glActiveTexture)(GLenum texture);
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void(__cdecl* glTexStorage1D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
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void(__cdecl* glGetInternalformativ)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);
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void(__cdecl* glBindBuffer)(GLenum target, GLuint buffer);
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void(__cdecl* glBindBufferARB)(GLenum target, GLuint buffer);
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void(__cdecl* glBufferData)(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
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@@ -78,6 +90,7 @@ struct {
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{&glTexSubImage1D, "glTexSubImage1D", false},
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{&glActiveTexture, "glActiveTexture", true},
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{&glTexStorage1D, "glTexStorage1D", true},
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{&glGetInternalformativ, "glGetInternalformativ", true},
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{&glBindBuffer, "glBindBuffer", true},
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{&glBindBufferARB, "glBindBufferARB", true},
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{&glBufferData, "glBufferData", true},
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