OpenGL ES Renderer: Use the proper ES extension header, and also avoid double #defining some of the tokens.
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@ -32,9 +32,9 @@
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#define OPENGL_VARIANT_ES
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#define _NO_SDL_TYPES
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#define __gles2_gl2_h_ // Guard against including the gl2.h file.
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#include <GLES2/gl2ext.h> // "gl3ext.h" is just a stub file. The real extension header is "gl2ext.h".
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#include <EGL/egl.h>
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//#include "opengl.h"
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// Ignore dynamic linking
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#define OGLEXT(procPtr, func)
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@ -273,7 +273,18 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
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// In practice, class objects for more modern variants like 3.2 Core Profile and ES 3.0 should
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// override all the methods that would use FBOs so that only the ARB versions are actually used.
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#ifndef GL_EXT_draw_buffers
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#define GL_MAX_COLOR_ATTACHMENTS_EXT GL_MAX_COLOR_ATTACHMENTS
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#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
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#define GL_COLOR_ATTACHMENT1_EXT GL_COLOR_ATTACHMENT1
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#define GL_COLOR_ATTACHMENT2_EXT GL_COLOR_ATTACHMENT2
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#define GL_COLOR_ATTACHMENT3_EXT GL_COLOR_ATTACHMENT3
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#endif
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#ifndef GL_EXT_multisampled_render_to_texture
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#define GL_MAX_SAMPLES_EXT GL_MAX_SAMPLES
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#endif
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#define GL_DEPTH24_STENCIL8_EXT GL_DEPTH24_STENCIL8
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#define GL_DEPTH_STENCIL_EXT GL_DEPTH_STENCIL
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#define GL_UNSIGNED_INT_24_8_EXT GL_UNSIGNED_INT_24_8
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@ -284,11 +295,6 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
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#define GL_RENDERBUFFER_EXT GL_RENDERBUFFER
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#define GL_DRAW_FRAMEBUFFER_EXT GL_DRAW_FRAMEBUFFER
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#define GL_READ_FRAMEBUFFER_EXT GL_READ_FRAMEBUFFER
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#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
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#define GL_COLOR_ATTACHMENT1_EXT GL_COLOR_ATTACHMENT1
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#define GL_COLOR_ATTACHMENT2_EXT GL_COLOR_ATTACHMENT2
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#define GL_COLOR_ATTACHMENT3_EXT GL_COLOR_ATTACHMENT3
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#define GL_MAX_SAMPLES_EXT GL_MAX_SAMPLES
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#define glGenFramebuffersEXT(n, framebuffers) glGenFramebuffers(n, framebuffers)
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#define glBindFramebufferEXT(target, framebuffer) glBindFramebuffer(target, framebuffer)
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@ -309,7 +315,7 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
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// Some headers, such as the OpenGL ES headers, may not include this macro.
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// Add it manually to avoid compiling issues.
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#ifndef GL_BGRA
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#define GL_BGRA 0x80E1
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#define GL_BGRA GL_BGRA_EXT
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#endif
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// OPENGL CORE EQUIVALENTS FOR LEGACY FUNCTIONS
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