OPENGL: Handle GLES2 and GL shaders uniformly.
GLES2 requires precision qualifiers to be set and allows use of precision qualifiers. For GLES2 we define a default precision now. Since precision qualifiers are not supported in the GLSL version we use for GL, we introduce compatibility #defines.
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3 changed files with 28 additions and 23 deletions
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@ -25,6 +25,7 @@
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#if !USE_FORCED_GLES
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#include "common/textconsole.h"
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#include "common/util.h"
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namespace OpenGL {
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@ -44,8 +45,7 @@ const char *const g_defaultVertexShader =
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"\tgl_Position = projection * position;\n"
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"}\n";
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#if !USE_FORCED_GLES2
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const char *const g_defaultFragmentShaderGL =
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const char *const g_defaultFragmentShader =
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"varying vec2 texCoord;\n"
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"varying vec4 blendColor;\n"
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"\n"
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@ -54,19 +54,24 @@ const char *const g_defaultFragmentShaderGL =
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"void main(void) {\n"
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"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
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"}\n";
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#endif
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#if !USE_FORCED_GL
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const char *const g_defaultFragmentShaderGLES2 =
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"varying lowp vec2 texCoord;\n"
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"varying lowp vec4 blendColor;\n"
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"\n"
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"uniform sampler2D texture;\n"
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"\n"
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"void main(void) {\n"
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"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
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"}\n";
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#endif
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namespace {
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// Taken from: https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_03#OpenGL_ES_2_portability
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const char *const g_precisionDefines =
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"#ifdef GL_ES\n"
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"\t#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n"
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"\t\tprecision highp float;\n"
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"\t#else\n"
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"\t\tprecision mediump float;\n"
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"\t#endif\n"
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"#else\n"
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"\t#define highp\n"
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"\t#define mediump\n"
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"\t#define lowp\n"
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"#endif\n";
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} // End of anonymous namespace
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Shader::Shader(const Common::String &vertex, const Common::String &fragment)
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: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
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@ -188,7 +193,12 @@ GLshader Shader::compileShader(const char *source, GLenum shaderType) {
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return 0;
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}
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GL_CALL(glShaderSource(handle, 1, &source, nullptr));
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const char *const sources[2] = {
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g_precisionDefines,
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source
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};
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GL_CALL(glShaderSource(handle, ARRAYSIZE(sources), sources, nullptr));
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GL_CALL(glCompileShader(handle));
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GLint result;
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