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Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later #10369
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That doesn't work because we need to switch STL to libc++ first... I'll do that separately. |
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… appease strict GL Core drivers. Should fix #10362 Fixed small bugs, now tested and working on mac. Add spirv-cross to cmake build
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if (gl_extensions.ver[0] >= 4) { | ||
options.version = 400; | ||
} else { | ||
options.version = 300; |
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I had an issue on Mac where I had to specify exactly the same version. Maybe I was mistaken and it was only the major version, but it seemed to need 1:1.
That's what motivated this code:
ppsspp/ext/native/gfx_es2/gpu_features.cpp
Line 501 in 33e500a
version = StringFromFormat("#version %d%d0\n", gl_extensions.ver[0], gl_extensions.ver[1]); |
I'm also pretty sure 3.1 and 3.2 needed those specific versions too (you can test by hardcoding versions in PCMain iirc.)
-[Unknown]
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Seems odd that it would be that strict about version, especially if we specify just the major version... but maybe worth doing. Should be noted that GLSL language versions are distinct from GL versions although they did synchronize them after 3.0 I think?
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Right - this path is only non-ES right?
-[Unknown]
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In practice mostly yeah - it's not used on Android. Though, I guess there's Raspberry Pi and things like that, and iOS... Should probably tighten it up a little.
To appease strict GL Core drivers. Should fix #10362