+void check_extensions()
+{
+ // We fundamentally need FBOs and floating-point textures.
+ assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
+ assert(glewIsSupported("GL_ARB_texture_float") != 0);
+
+ // We assume that we can use non-power-of-two textures without restrictions.
+ assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
+
+ // We also need GLSL fragment shaders.
+ assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
+ assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
+
+ // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
+ // but no modern card would really not provide it.)
+ assert(glewIsSupported("GL_ARB_pixel_buffer_object") != 0);
+
+ // ResampleEffect uses RG textures to encode a two-component LUT.
+ assert(glewIsSupported("GL_ARB_texture_rg") != 0);
+
+ // 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");
+}
+