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Adds gl_profile_mask to test framework, uses it in testgles
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@ -108,6 +108,7 @@ typedef struct
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int gl_major_version;
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int gl_minor_version;
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int gl_debug;
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int gl_profile_mask;
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} SDLTest_CommonState;
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#include "begin_code.h"
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@ -695,6 +695,9 @@ SDLTest_CommonInit(SDLTest_CommonState * state)
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if (state->gl_debug) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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}
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if (state->gl_profile_mask) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, state->gl_profile_mask);
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}
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if (state->verbose & VERBOSE_MODES) {
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SDL_Rect bounds;
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@ -161,6 +161,7 @@ main(int argc, char *argv[])
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state->gl_depth_size = depth;
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state->gl_major_version = 1;
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state->gl_minor_version = 1;
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state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
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if (fsaa) {
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state->gl_multisamplebuffers=1;
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state->gl_multisamplesamples=fsaa;
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@ -179,8 +180,6 @@ main(int argc, char *argv[])
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}
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/* Create OpenGL ES contexts */
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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for (i = 0; i < state->num_windows; i++) {
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context[i] = SDL_GL_CreateContext(state->windows[i]);
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if (!context[i]) {
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