float movit_texel_subpixel_precision;
bool movit_srgb_textures_supported;
int movit_num_wrongly_rounded;
+bool movit_shader_rounding_supported;
// The rules for objects with nontrivial constructors in static scope
// are somewhat convoluted, and easy to mess up. We simply have a
// sRGB texture decode would be nice, but are not mandatory
// (GammaExpansionEffect can do the same thing if needed).
movit_srgb_textures_supported = glewIsSupported("GL_EXT_texture_sRGB");
+
+ // We may want to use round() at the end of the final shader,
+ // if supported. We need either GLSL 1.30 or this extension to do that,
+ // and 1.30 brings with it other things that we don't want to demand
+ // for now.
+ movit_shader_rounding_supported = glewIsSupported("GL_EXT_gpu_shader4");
}
} // namespace