Add support for GLSL 4.30 and GLSL ES 3.10, via #pragma language glsl4.

macOS and iOS won't support glsl4 until a Metal backend is implemented.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2019-11-16 14:33:48 -04:00
parent 8801161f09
commit 37c579929b
5 changed files with 42 additions and 15 deletions
+1
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@@ -1939,6 +1939,7 @@ StringMap<Graphics::Feature, Graphics::FEATURE_MAX_ENUM>::Entry Graphics::featur
{ "pixelshaderhighp", FEATURE_PIXEL_SHADER_HIGHP },
{ "shaderderivatives", FEATURE_SHADER_DERIVATIVES },
{ "glsl3", FEATURE_GLSL3 },
{ "glsl4", FEATURE_GLSL4 },
{ "instancing", FEATURE_INSTANCING },
};
+1
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@@ -163,6 +163,7 @@ public:
FEATURE_PIXEL_SHADER_HIGHP,
FEATURE_SHADER_DERIVATIVES,
FEATURE_GLSL3,
FEATURE_GLSL4,
FEATURE_INSTANCING,
FEATURE_MAX_ENUM
};
+4 -2
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@@ -189,7 +189,8 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
gl.setTextureUnit(0);
// Set pixel row alignment
// Set pixel row alignment - code that calls glTexSubImage and glReadPixels
// assumes there's no row alignment, but OpenGL defaults to 4 bytes.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
@@ -1384,8 +1385,9 @@ void Graphics::initCapabilities()
capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported();
capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives;
capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
capabilities.features[FEATURE_GLSL4] = GLAD_ES_VERSION_3_1 || (gl.isCoreProfile() && GLAD_VERSION_4_3);
capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported();
static_assert(FEATURE_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
static_assert(FEATURE_MAX_ENUM == 9, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize();
capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize();
+9 -2
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@@ -30,6 +30,7 @@ local GLSL = {}
GLSL.VERSION = { -- index using [target][gles]
glsl1 = {[false]="#version 120", [true]="#version 100"},
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
glsl4 = {[false]="#version 430 core", [true]="#version 310 es"},
}
GLSL.SYNTAX = [[
@@ -374,7 +375,9 @@ function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
end
end
local supportsGLSL3 = love.graphics.getSupported().glsl3
local graphicsfeatures = love.graphics.getSupported()
local supportsGLSL3 = graphicsfeatures.glsl3
local supportsGLSL4 = graphicsfeatures.glsl4
local gammacorrect = love.graphics.isGammaCorrect()
local targetlang = getLanguageTarget(pixelcode or vertexcode)
@@ -383,7 +386,11 @@ function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
end
if targetlang == "glsl3" and not supportsGLSL3 then
error("GLSL 3 shaders are not supported on this system!", 2)
error("GLSL 3 shaders are not supported on this system.", 2)
end
if targetlang == "glsl4" and not supportsGLSL4 then
error("GLSL 4 shaders are not supported on this system.", 2)
end
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
+27 -11
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@@ -223,8 +223,8 @@ std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
// Prior to SDL 2.0.4, backends that use OpenGL ES didn't properly
// ask for a sRGB framebuffer when requested by SDL_GL_SetAttribute.
// FIXME: This doesn't account for windowing backends that sometimes
// use EGL, e.g. the X11 and windows SDL backends.
// This doesn't account for windowing backends that sometimes use
// EGL, e.g. the X11 and windows SDL backends.
if (hasSDL203orEarlier)
graphics::setGammaCorrect(false);
@@ -244,17 +244,33 @@ std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
const char *preferGL2hint = SDL_GetHint("LOVE_GRAPHICS_USE_GL2");
bool preferGL2 = (preferGL2hint != nullptr && preferGL2hint[0] != '0');
std::vector<ContextAttribs> glcontexts = {{2, 1, false, debug}};
glcontexts.insert(preferGL2 ? glcontexts.end() : glcontexts.begin(), {3, 3, false, debug});
const char *preferGL3hint = SDL_GetHint("LOVE_GRAPHICS_USE_GL3");
bool preferGL3 = (preferGL3hint != nullptr && preferGL3hint[0] != '0');
std::vector<ContextAttribs> glescontexts = {{2, 0, true, debug}};
std::vector<ContextAttribs> glcontexts =
{
{4, 3, false, debug},
{3, 3, false, debug},
{2, 1, false, debug},
};
// While UWP SDL is above 2.0.4, it still doesn't support OpenGL ES 3+
#ifndef LOVE_WINDOWS_UWP
// OpenGL ES 3+ contexts are only properly supported in SDL 2.0.4+.
if (!hasSDL203orEarlier)
glescontexts.insert(preferGL2 ? glescontexts.end() : glescontexts.begin(), {3, 0, true, debug});
#endif
std::vector<ContextAttribs> glescontexts =
{
{3, 1, true, debug},
{3, 0, true, debug},
{2, 0, true, debug}
};
if (preferGL2)
{
std::swap(glcontexts[0], glcontexts[2]);
std::swap(glescontexts[0], glescontexts[2]);
}
else if (preferGL3)
{
std::swap(glcontexts[0], glcontexts[1]);
std::swap(glescontexts[0], glescontexts[1]);
}
std::vector<ContextAttribs> attribslist;