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GPU/OpenGL: Remove now-unnecessary geometry shader check
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@ -362,20 +362,6 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
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(max_dual_source_draw_buffers > 0) &&
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(GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended || GLAD_GL_EXT_blend_func_extended);
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m_supports_geometry_shaders =
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GLAD_GL_VERSION_3_2 || GLAD_GL_ARB_geometry_shader4 || GLAD_GL_OES_geometry_shader || GLAD_GL_ES_VERSION_3_2;
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if (!m_supports_geometry_shaders)
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{
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Log_WarningPrintf("Geometry shaders are not supported, line rendering at higher resolutions may be incorrect. We "
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"will try to use glLineWidth() to emulate this, but the accuracy depends on your driver.");
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std::array<int, 2> line_width_range = {{1, 1}};
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glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range.data());
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Log_InfoPrintf("Max line width: %d", line_width_range[1]);
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m_max_resolution_scale = std::min<int>(m_max_resolution_scale, line_width_range[1]);
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}
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// adaptive smoothing would require texture views, which aren't in GLES.
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m_supports_adaptive_downsampling = false;
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}
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@ -107,7 +107,6 @@ private:
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u32 m_max_texture_buffer_size = 0;
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bool m_supports_texture_buffer = false;
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bool m_supports_geometry_shaders = false;
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bool m_use_ssbo_for_vram_writes = false;
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GLenum m_current_depth_test = 0;
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