Rename internal “GLSLES” references to “ESSL”.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-03-07 21:03:23 -04:00
parent 0fde3fde35
commit ceb9cd1c0b
4 changed files with 12 additions and 12 deletions
+4 -4
View File
@@ -314,10 +314,10 @@ bool Shader::getConstant(BuiltinUniform in, const char *&out)
StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry Shader::languageEntries[] =
{
{ "glsl1", LANGUAGE_GLSL1 },
{ "glsles1", LANGUAGE_GLSLES1 },
{ "glsl3", LANGUAGE_GLSL3 },
{ "glsles3", LANGUAGE_GLSLES3 },
{ "glsl1", LANGUAGE_GLSL1 },
{ "essl1", LANGUAGE_ESSL1 },
{ "glsl3", LANGUAGE_GLSL3 },
{ "essl3", LANGUAGE_ESSL3 },
};
StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> Shader::languages(Shader::languageEntries, sizeof(Shader::languageEntries));
+2 -2
View File
@@ -53,9 +53,9 @@ public:
enum Language
{
LANGUAGE_GLSL1,
LANGUAGE_GLSLES1,
LANGUAGE_ESSL1,
LANGUAGE_GLSL3,
LANGUAGE_GLSLES3,
LANGUAGE_ESSL3,
LANGUAGE_MAX_ENUM
};
+2 -2
View File
@@ -1478,9 +1478,9 @@ Shader::Language Graphics::getShaderLanguageTarget() const
if (gl.isCoreProfile())
return Shader::LANGUAGE_GLSL3;
else if (GLAD_ES_VERSION_3_0)
return Shader::LANGUAGE_GLSLES3;
return Shader::LANGUAGE_ESSL3;
else if (GLAD_ES_VERSION_2_0)
return Shader::LANGUAGE_GLSLES1;
return Shader::LANGUAGE_ESSL1;
else
return Shader::LANGUAGE_GLSL1;
}
+4 -4
View File
@@ -424,10 +424,10 @@ local defaults = {}
local defaults_gammacorrect = {}
local langs = {
glsl1 = {target="glsl1", gles=false},
glsles1 = {target="glsl1", gles=true},
glsl3 = {target="glsl3", gles=false},
glsles3 = {target="glsl3", gles=true},
glsl1 = {target="glsl1", gles=false},
essl1 = {target="glsl1", gles=true},
glsl3 = {target="glsl3", gles=false},
essl3 = {target="glsl3", gles=true},
}
for lang, info in pairs(langs) do