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.
This commit is contained in:
parent
e66e9e44d3
commit
2319fcd228
3 changed files with 28 additions and 23 deletions
|
@ -905,14 +905,14 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
|
||||||
if (g_context.type == kContextGLES2) {
|
if (g_context.type == kContextGLES2) {
|
||||||
#endif
|
#endif
|
||||||
#if !USE_FORCED_GL
|
#if !USE_FORCED_GL
|
||||||
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
|
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShader);
|
||||||
#endif
|
#endif
|
||||||
#if !USE_FORCED_GL && !USE_FORCED_GLES2
|
#if !USE_FORCED_GL && !USE_FORCED_GLES2
|
||||||
} else {
|
} else {
|
||||||
#endif
|
#endif
|
||||||
#if !USE_FORCED_GLES2
|
#if !USE_FORCED_GLES2
|
||||||
if (g_context.shadersSupported) {
|
if (g_context.shadersSupported) {
|
||||||
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGL);
|
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShader);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
#if !USE_FORCED_GL && !USE_FORCED_GLES2
|
#if !USE_FORCED_GL && !USE_FORCED_GLES2
|
||||||
|
|
|
@ -25,6 +25,7 @@
|
||||||
#if !USE_FORCED_GLES
|
#if !USE_FORCED_GLES
|
||||||
|
|
||||||
#include "common/textconsole.h"
|
#include "common/textconsole.h"
|
||||||
|
#include "common/util.h"
|
||||||
|
|
||||||
namespace OpenGL {
|
namespace OpenGL {
|
||||||
|
|
||||||
|
@ -44,8 +45,7 @@ const char *const g_defaultVertexShader =
|
||||||
"\tgl_Position = projection * position;\n"
|
"\tgl_Position = projection * position;\n"
|
||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
#if !USE_FORCED_GLES2
|
const char *const g_defaultFragmentShader =
|
||||||
const char *const g_defaultFragmentShaderGL =
|
|
||||||
"varying vec2 texCoord;\n"
|
"varying vec2 texCoord;\n"
|
||||||
"varying vec4 blendColor;\n"
|
"varying vec4 blendColor;\n"
|
||||||
"\n"
|
"\n"
|
||||||
|
@ -54,19 +54,24 @@ const char *const g_defaultFragmentShaderGL =
|
||||||
"void main(void) {\n"
|
"void main(void) {\n"
|
||||||
"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
|
"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
|
||||||
"}\n";
|
"}\n";
|
||||||
#endif
|
|
||||||
|
|
||||||
#if !USE_FORCED_GL
|
namespace {
|
||||||
const char *const g_defaultFragmentShaderGLES2 =
|
|
||||||
"varying lowp vec2 texCoord;\n"
|
// Taken from: https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_03#OpenGL_ES_2_portability
|
||||||
"varying lowp vec4 blendColor;\n"
|
const char *const g_precisionDefines =
|
||||||
"\n"
|
"#ifdef GL_ES\n"
|
||||||
"uniform sampler2D texture;\n"
|
"\t#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n"
|
||||||
"\n"
|
"\t\tprecision highp float;\n"
|
||||||
"void main(void) {\n"
|
"\t#else\n"
|
||||||
"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
|
"\t\tprecision mediump float;\n"
|
||||||
"}\n";
|
"\t#endif\n"
|
||||||
#endif
|
"#else\n"
|
||||||
|
"\t#define highp\n"
|
||||||
|
"\t#define mediump\n"
|
||||||
|
"\t#define lowp\n"
|
||||||
|
"#endif\n";
|
||||||
|
|
||||||
|
} // End of anonymous namespace
|
||||||
|
|
||||||
Shader::Shader(const Common::String &vertex, const Common::String &fragment)
|
Shader::Shader(const Common::String &vertex, const Common::String &fragment)
|
||||||
: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
|
: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
|
||||||
|
@ -188,7 +193,12 @@ GLshader Shader::compileShader(const char *source, GLenum shaderType) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
GL_CALL(glShaderSource(handle, 1, &source, nullptr));
|
const char *const sources[2] = {
|
||||||
|
g_precisionDefines,
|
||||||
|
source
|
||||||
|
};
|
||||||
|
|
||||||
|
GL_CALL(glShaderSource(handle, ARRAYSIZE(sources), sources, nullptr));
|
||||||
GL_CALL(glCompileShader(handle));
|
GL_CALL(glCompileShader(handle));
|
||||||
|
|
||||||
GLint result;
|
GLint result;
|
||||||
|
|
|
@ -38,12 +38,7 @@ enum {
|
||||||
};
|
};
|
||||||
|
|
||||||
extern const char *const g_defaultVertexShader;
|
extern const char *const g_defaultVertexShader;
|
||||||
#if !USE_FORCED_GLES2
|
extern const char *const g_defaultFragmentShader;
|
||||||
extern const char *const g_defaultFragmentShaderGL;
|
|
||||||
#endif
|
|
||||||
#if !USE_FORCED_GL
|
|
||||||
extern const char *const g_defaultFragmentShaderGLES2;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
class Shader {
|
class Shader {
|
||||||
public:
|
public:
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue