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Better GLSL version handling. Now specify the latest version supporte…
…d by the device. Correct the version check for our own implementations of packUnorm4x8 etc.
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Original file line number | Diff line number | Diff line change |
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@@ -134,25 +134,6 @@ static const unsigned short primToGL[] = { | |
GL_TRIANGLES, | ||
GL_TRIANGLE_STRIP, | ||
GL_TRIANGLE_FAN, | ||
#if !defined(USING_GLES2) // TODO: Remove when we have better headers | ||
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hrydgard
Author
Owner
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GL_PATCHES, | ||
GL_LINES_ADJACENCY, | ||
GL_LINE_STRIP_ADJACENCY, | ||
GL_TRIANGLES_ADJACENCY, | ||
GL_TRIANGLE_STRIP_ADJACENCY, | ||
#elif !defined(IOS) | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
#else | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
GL_POINTS, | ||
#endif | ||
}; | ||
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class OpenGLBuffer; | ||
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@@ -607,12 +588,15 @@ OpenGLContext::OpenGLContext() { | |
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shaderLanguageDesc_.Init(GLSL_1xx); | ||
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shaderLanguageDesc_.glslVersionNumber = gl_extensions.GLSLVersion(); | ||
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snprintf(shaderLanguageDesc_.driverInfo, sizeof(shaderLanguageDesc_.driverInfo), | ||
"%s - GLSL %d", gl_extensions.model, gl_extensions.GLSLVersion()); | ||
// Detect shader language features. | ||
if (gl_extensions.IsGLES) { | ||
shaderLanguageDesc_.gles = true; | ||
if (gl_extensions.GLES3) { | ||
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx; | ||
shaderLanguageDesc_.glslVersionNumber = 300; // GLSL ES 3.0 | ||
shaderLanguageDesc_.fragColor0 = "fragColor0"; | ||
shaderLanguageDesc_.texture = "texture"; | ||
shaderLanguageDesc_.glslES30 = true; | ||
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@@ -623,7 +607,6 @@ OpenGLContext::OpenGLContext() { | |
shaderLanguageDesc_.attribute = "in"; | ||
} else { | ||
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_1xx; | ||
shaderLanguageDesc_.glslVersionNumber = 100; // GLSL ES 1.0 | ||
if (gl_extensions.EXT_gpu_shader4) { | ||
shaderLanguageDesc_.bitwiseOps = true; | ||
shaderLanguageDesc_.texelFetch = "texelFetch2D"; | ||
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@@ -637,7 +620,6 @@ OpenGLContext::OpenGLContext() { | |
if (gl_extensions.IsCoreContext) { | ||
if (gl_extensions.VersionGEThan(3, 3, 0)) { | ||
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_3xx; | ||
shaderLanguageDesc_.glslVersionNumber = 330; | ||
shaderLanguageDesc_.fragColor0 = "fragColor0"; | ||
shaderLanguageDesc_.texture = "texture"; | ||
shaderLanguageDesc_.glslES30 = true; | ||
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@@ -649,14 +631,12 @@ OpenGLContext::OpenGLContext() { | |
} else if (gl_extensions.VersionGEThan(3, 0, 0)) { | ||
// Hm, I think this is wrong. This should be outside "if (gl_extensions.IsCoreContext)". | ||
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_1xx; | ||
shaderLanguageDesc_.glslVersionNumber = 130; | ||
shaderLanguageDesc_.fragColor0 = "fragColor0"; | ||
shaderLanguageDesc_.bitwiseOps = true; | ||
shaderLanguageDesc_.texelFetch = "texelFetch"; | ||
} else { | ||
// This too... | ||
shaderLanguageDesc_.shaderLanguage = ShaderLanguage::GLSL_1xx; | ||
shaderLanguageDesc_.glslVersionNumber = 110; | ||
if (gl_extensions.EXT_gpu_shader4) { | ||
shaderLanguageDesc_.bitwiseOps = true; | ||
shaderLanguageDesc_.texelFetch = "texelFetch2D"; | ||
|
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Hm, did you mean to remove all of this? This isn't the same length as Primitive anymore.
-[Unknown]