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authorRyan Houdek <Sonicadvance1@gmail.com>2015-11-19 00:46:26 -0600
committerRyan Houdek <Sonicadvance1@gmail.com>2015-11-19 02:00:43 -0600
commited5e3c054e58b7547cead222048676f32ce8858d (patch)
tree98dcf065426a1d8bf167c58ba94bd30cf5a8d1e6 /Source/Core/VideoBackends/OGL/Render.cpp
parent59b54a77d33f2a59fabfc4d5a7643538d9b81327 (diff)
Enable Anisotropic filtering in ES.
This adds a check to make sure the vendor supports anisotropic filtering. Pretty much all vendors support this, even the mobile ones.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 4c45fa6701..86c3bcb492 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -465,6 +465,7 @@ Renderer::Renderer()
g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
+ g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic");
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{