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New Compute shader stage in OpenGL 4.3.

vectorfields
Vladimír Vondruš 14 years ago
parent
commit
ac3a8b55d6
  1. 5
      src/Shader.cpp
  2. 7
      src/Shader.h

5
src/Shader.cpp

@ -106,12 +106,11 @@ GLuint Shader::compile() {
case Type::Vertex: err << "vertex"; break;
#ifndef MAGNUM_TARGET_GLES
case Type::Geometry: err << "geometry"; break;
#endif
case Type::Fragment: err << "fragment"; break;
#ifndef MAGNUM_TARGET_GLES
case Type::TessellationControl: err << "tessellation control"; break;
case Type::TessellationEvaluation: err << "tessellation evaluation"; break;
case Type::Compute: err << "compute"; break;
#endif
case Type::Fragment: err << "fragment"; break;
}
/* Show error log and delete shader */

7
src/Shader.h

@ -65,6 +65,13 @@ class MAGNUM_EXPORT Shader {
* @requires_gl32 Extension @extension{ARB,geometry_shader4}
*/
Geometry = GL_GEOMETRY_SHADER,
/**
* Compute shader
* @requires_gl
* @requires_gl43 Extension @extension{ARB,compute_shader}
*/
Compute = GL_COMPUTE_SHADER,
#endif
Fragment = GL_FRAGMENT_SHADER /**< Fragment shader */

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