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731b5d5cf0
To use GLSL 3 in a shader, the first line of the shader has to be: #pragma language glsl3 glsl1 is the default language. Added “glsl3” graphics feature as part of the table returned by love.graphics.getSupported(). Added love.graphics.validateShader(boolean gles, shadercode). It returns a boolean along with an error string if the shader code has errors for its target language and platform (gles or desktop). Implemented support for Core Profile OpenGL 3.3 in love.graphics. --HG-- branch : minor
81 lines
1.6 KiB
C++
81 lines
1.6 KiB
C++
/**
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* Copyright (c) 2006-2017 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "OpenGL.h"
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// C
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#include <stddef.h>
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#include <vector>
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#pragma once
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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class BufferSync
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{
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public:
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~BufferSync();
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void lock(size_t start, size_t length);
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void wait(size_t start, size_t length);
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void cleanup();
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private:
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struct Range
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{
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size_t offset;
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size_t length;
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bool overlaps(const Range &other) const
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{
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return offset < (other.offset + other.length)
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&& other.offset < (offset + length);
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}
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};
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struct Lock
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{
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Range range;
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GLsync sync;
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Lock(const Range &range, GLsync sync)
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: range(range)
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, sync(sync)
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{}
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};
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void syncWait(GLsync sync);
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std::vector<Lock> locks;
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}; // BufferSync
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} // opengl
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} // graphics
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} // love
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