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authorJohannes Schickel2016-01-03 11:58:50 +0100
committerJohannes Schickel2016-03-16 20:29:26 +0100
commit2319fcd2289f604f2a9c00942a9cd2e88ea2acc8 (patch)
treef106404fda0e183dab7de0b2926d37d2ad8adcc7 /backends/graphics
parente66e9e44d358b0cc90d128c31e695a8ace4177fa (diff)
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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.
Diffstat (limited to 'backends/graphics')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp4
-rw-r--r--backends/graphics/opengl/shader.cpp40
-rw-r--r--backends/graphics/opengl/shader.h7
3 files changed, 28 insertions, 23 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index df939fb3d8..7f4fcf73bb 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -905,14 +905,14 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
if (g_context.type == kContextGLES2) {
#endif
#if !USE_FORCED_GL
- _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
+ _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShader);
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2
} else {
#endif
#if !USE_FORCED_GLES2
if (g_context.shadersSupported) {
- _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGL);
+ _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShader);
}
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2
diff --git a/backends/graphics/opengl/shader.cpp b/backends/graphics/opengl/shader.cpp
index c251ec1ed9..e699262b8d 100644
--- a/backends/graphics/opengl/shader.cpp
+++ b/backends/graphics/opengl/shader.cpp
@@ -25,6 +25,7 @@
#if !USE_FORCED_GLES
#include "common/textconsole.h"
+#include "common/util.h"
namespace OpenGL {
@@ -44,8 +45,7 @@ const char *const g_defaultVertexShader =
"\tgl_Position = projection * position;\n"
"}\n";
-#if !USE_FORCED_GLES2
-const char *const g_defaultFragmentShaderGL =
+const char *const g_defaultFragmentShader =
"varying vec2 texCoord;\n"
"varying vec4 blendColor;\n"
"\n"
@@ -54,19 +54,24 @@ const char *const g_defaultFragmentShaderGL =
"void main(void) {\n"
"\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
"}\n";
-#endif
-#if !USE_FORCED_GL
-const char *const g_defaultFragmentShaderGLES2 =
- "varying lowp vec2 texCoord;\n"
- "varying lowp vec4 blendColor;\n"
- "\n"
- "uniform sampler2D texture;\n"
- "\n"
- "void main(void) {\n"
- "\tgl_FragColor = blendColor * texture2D(texture, texCoord);\n"
- "}\n";
-#endif
+namespace {
+
+// Taken from: https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_03#OpenGL_ES_2_portability
+const char *const g_precisionDefines =
+ "#ifdef GL_ES\n"
+ "\t#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n"
+ "\t\tprecision highp float;\n"
+ "\t#else\n"
+ "\t\tprecision mediump float;\n"
+ "\t#endif\n"
+ "#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)
: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
@@ -188,7 +193,12 @@ GLshader Shader::compileShader(const char *source, GLenum shaderType) {
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));
GLint result;
diff --git a/backends/graphics/opengl/shader.h b/backends/graphics/opengl/shader.h
index 458ecb9f16..98a2a2859b 100644
--- a/backends/graphics/opengl/shader.h
+++ b/backends/graphics/opengl/shader.h
@@ -38,12 +38,7 @@ enum {
};
extern const char *const g_defaultVertexShader;
-#if !USE_FORCED_GLES2
-extern const char *const g_defaultFragmentShaderGL;
-#endif
-#if !USE_FORCED_GL
-extern const char *const g_defaultFragmentShaderGLES2;
-#endif
+extern const char *const g_defaultFragmentShader;
class Shader {
public: