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Update ToGLES( fix occlusion query and other small things )
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@@ -1201,8 +1201,8 @@ static void FillD3DCaps9( const GLMRendererInfoFields &glmRendererInfo, D3DCAPS9
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pCaps->MaxPixelShader30InstructionSlots = 0;
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#if DX_TO_GL_ABSTRACTION
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pCaps->FakeSRGBWrite = true;//!glmRendererInfo.m_hasGammaWrites;
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pCaps->CanDoSRGBReadFromRTs = true;//!glmRendererInfo.m_cantAttachSRGB;
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pCaps->FakeSRGBWrite = !glmRendererInfo.m_hasGammaWrites;
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pCaps->CanDoSRGBReadFromRTs = !glmRendererInfo.m_cantAttachSRGB;
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pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes;
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#endif
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}
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@@ -1320,9 +1320,9 @@ HRESULT IDirect3D9::CheckDeviceFormat(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORM
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| D3DUSAGE_QUERY_VERTEXTEXTURE;
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(void)knownUsageMask;
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// FramebufferSRGB stuff.
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// basically a format is only allowed to have SRGB usage for writing, if you have the framebuffer SRGB extension.
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// so, check for that capability with GLM adapter db, and if it's not there, don't mark that bit as usable in any of our formats.
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// FramebufferSRGB stuff.
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// basically a format is only allowed to have SRGB usage for writing, if you have the framebuffer SRGB extension.
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// so, check for that capability with GLM adapter db, and if it's not there, don't mark that bit as usable in any of our formats.
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GLMDisplayDB *db = GetDisplayDB();
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int glmRendererIndex = -1;
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int glmDisplayIndex = -1;
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