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#ifndef Magnum_Shaders_Implementation_CreateCompatibilityShader_h
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#define Magnum_Shaders_Implementation_CreateCompatibilityShader_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/Context.h"
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#include "Magnum/Extensions.h"
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#include "Magnum/Shader.h"
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/* Enable only when compiling Shaders library and thus work around
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"static symbol not used" warning when using this file for TextureTools */
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#if defined(MAGNUM_BUILD_STATIC) && defined(MAGNUM_SHADERS_EXPORT)
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static void importShaderResources() {
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CORRADE_RESOURCE_INITIALIZE(MagnumShaders_RCS)
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}
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#endif
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namespace Magnum { namespace Shaders { namespace Implementation {
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inline Shader createCompatibilityShader(const Utility::Resource& rs, Version version, Shader::Type type) {
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Shader shader(version, type);
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#ifndef MAGNUM_TARGET_GLES
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if(Context::current().isExtensionDisabled<Extensions::GL::ARB::explicit_attrib_location>(version))
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shader.addSource("#define DISABLE_GL_ARB_explicit_attrib_location\n");
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if(Context::current().isExtensionDisabled<Extensions::GL::ARB::shading_language_420pack>(version))
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shader.addSource("#define DISABLE_GL_ARB_shading_language_420pack\n");
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if(Context::current().isExtensionDisabled<Extensions::GL::ARB::explicit_uniform_location>(version))
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shader.addSource("#define DISABLE_GL_ARB_explicit_uniform_location\n");
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#endif
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/* My Android emulator (running on NVidia) doesn't define GL_ES
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preprocessor macro, thus *all* the stock shaders fail to compile */
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/** @todo remove this when Android emulator is sane */
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#ifdef CORRADE_TARGET_ANDROID
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shader.addSource("#ifndef GL_ES\n#define GL_ES 1\n#endif\n");
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#endif
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shader.addSource(rs.get("compatibility.glsl"));
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return shader;
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}
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}}}
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#endif
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