OpenGL ES Renderer: More ES tune-ups.
- Any ES-specific error messages are now reported as "OpenGL ES" instead of "OpenGL". - Explicitly declare the internal format of all textures and RBOs used as FBO attachments as "GL_RGBA8" instead of the generic "GL_RGBA". This may fix some extremely picky ES drivers that would throw GL_INVALID_ENUM if we don't use a sized internal format. - Hard code the read pixels format as GL_RGBA and the read data type as GL_UNSIGNED_BYTE. It is meaningless to rely on GL_IMPLEMENTATION_COLOR_READ_FORMAT and GL_IMPLEMENTATION_COLOR_READ_TYPE since we are reading from our own FBOs that are hard coded to GL_RGBA8 format. - Require that OpenGL ES contexts support the GL_OES_surfaceless_context extension, since we are doing offscreen rendering strictly on FBOs only. This extension has been around for a very long time, and so this serves as a kind of compatibility check.
This commit is contained in:
parent
d480f95d79
commit
aaf88d9f14
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@ -2558,7 +2558,7 @@ Render3DError OpenGLRenderer_1_2::InitExtensions()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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this->isVBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_buffer_object");
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this->isVBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_buffer_object");
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@ -2933,7 +2933,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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@ -2941,7 +2941,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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@ -2949,7 +2949,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -2961,7 +2961,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -2976,7 +2976,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -3092,13 +3092,13 @@ Render3DError OpenGLRenderer_1_2::CreateMultisampledFBO(GLsizei numSamples)
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glGenRenderbuffersEXT(1, &OGLRef.rboMSGDepthStencilID);
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glGenRenderbuffersEXT(1, &OGLRef.rboMSGDepthStencilID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
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@ -3177,13 +3177,13 @@ void OpenGLRenderer_1_2::ResizeMultisampledFBOs(GLsizei numSamples)
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}
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}
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, w, h);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, w, h);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, w, h);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, w, h);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, w, h);
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, w, h);
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}
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}
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@ -709,7 +709,7 @@ Render3DError OpenGLRenderer_3_2::InitExtensions()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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// OpenGL v3.2 Core Profile should have all the necessary features to be able to flip and convert the framebuffer.
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// OpenGL v3.2 Core Profile should have all the necessary features to be able to flip and convert the framebuffer.
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@ -895,7 +895,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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@ -903,7 +903,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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@ -911,7 +911,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -923,7 +923,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -938,7 +938,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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||||||
|
@ -1042,7 +1042,7 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE);
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
|
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
|
||||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGWorkingID);
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGWorkingID);
|
||||||
|
@ -1050,7 +1050,7 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE);
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
}
|
}
|
||||||
|
@ -1061,15 +1061,15 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
|
||||||
glGenRenderbuffers(1, &OGLRef.rboMSGWorkingID);
|
glGenRenderbuffers(1, &OGLRef.rboMSGWorkingID);
|
||||||
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGColorID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGColorID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGWorkingID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGWorkingID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGPolyID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGPolyID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
|
||||||
|
|
||||||
|
@ -1163,24 +1163,24 @@ void OpenGLRenderer_3_2::ResizeMultisampledFBOs(GLsizei numSamples)
|
||||||
if (this->willUsePerSampleZeroDstPass)
|
if (this->willUsePerSampleZeroDstPass)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor);
|
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, w, h, GL_TRUE);
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, w, h, GL_TRUE);
|
||||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
|
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
|
||||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, w, h, GL_TRUE);
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, w, h, GL_TRUE);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
#endif
|
#endif
|
||||||
{
|
{
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGColorID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGColorID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, w, h);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, w, h);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGWorkingID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGWorkingID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, w, h);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, w, h);
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGPolyID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGPolyID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, w, h);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, w, h);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, w, h);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA8, w, h);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID);
|
glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID);
|
||||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, w, h);
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, w, h);
|
||||||
}
|
}
|
||||||
|
|
|
@ -270,6 +270,21 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
|
||||||
std::set<std::string> oglExtensionSet;
|
std::set<std::string> oglExtensionSet;
|
||||||
this->GetExtensionSet(&oglExtensionSet);
|
this->GetExtensionSet(&oglExtensionSet);
|
||||||
|
|
||||||
|
// OpenGL ES 3.0 should fully support FBOs, so we don't need the default framebuffer.
|
||||||
|
// However, OpenGL ES has traditionally required some kind of surface buffer attached
|
||||||
|
// to the context before using it. We don't want it, nor would we ever use it here.
|
||||||
|
// Therefore, check if our context supports being surfaceless before doing anything else,
|
||||||
|
// as this works as a kind of compatibility check.
|
||||||
|
if (!this->IsExtensionPresent(&oglExtensionSet, "GL_OES_surfaceless_context"))
|
||||||
|
{
|
||||||
|
INFO("OpenGL ES: Client contexts are not expected to have any surfaces attached\n");
|
||||||
|
INFO(" to the default framebuffer. The fact that the context does not\n");
|
||||||
|
INFO(" work surfaceless may indicate an error in the context creation,\n");
|
||||||
|
INFO(" or that your platform's context creation is too old.\n");
|
||||||
|
error = OGLERROR_FEATURE_UNSUPPORTED;
|
||||||
|
return error;
|
||||||
|
}
|
||||||
|
|
||||||
// Get host GPU device properties
|
// Get host GPU device properties
|
||||||
GLint maxUBOSize = 0;
|
GLint maxUBOSize = 0;
|
||||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUBOSize);
|
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUBOSize);
|
||||||
|
@ -286,8 +301,8 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
|
||||||
this->_deviceInfo.maxAnisotropy = (float)maxAnisotropyOGL;
|
this->_deviceInfo.maxAnisotropy = (float)maxAnisotropyOGL;
|
||||||
|
|
||||||
// OpenGL ES 3.0 needs to look up the best format and data type for glReadPixels.
|
// OpenGL ES 3.0 needs to look up the best format and data type for glReadPixels.
|
||||||
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &OGLRef.readPixelsBestFormat);
|
OGLRef.readPixelsBestFormat = GL_RGBA;
|
||||||
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &OGLRef.readPixelsBestDataType);
|
OGLRef.readPixelsBestDataType = GL_UNSIGNED_BYTE;
|
||||||
|
|
||||||
this->_deviceInfo.isEdgeMarkSupported = true;
|
this->_deviceInfo.isEdgeMarkSupported = true;
|
||||||
this->_deviceInfo.isFogSupported = true;
|
this->_deviceInfo.isFogSupported = true;
|
||||||
|
@ -302,7 +317,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
||||||
// OpenGL ES v3.0 should have all the necessary features to be able to flip and convert the framebuffer.
|
// OpenGL ES v3.0 should have all the necessary features to be able to flip and convert the framebuffer.
|
||||||
|
@ -338,7 +353,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
|
||||||
return error;
|
return error;
|
||||||
}
|
}
|
||||||
|
|
||||||
INFO("OpenGL: Successfully created geometry shaders.\n");
|
INFO("OpenGL ES: Successfully created geometry shaders.\n");
|
||||||
error = this->InitPostprocessingPrograms(EdgeMarkVtxShader_150,
|
error = this->InitPostprocessingPrograms(EdgeMarkVtxShader_150,
|
||||||
EdgeMarkFragShader_150,
|
EdgeMarkFragShader_150,
|
||||||
FramebufferOutputVtxShader_150,
|
FramebufferOutputVtxShader_150,
|
||||||
|
@ -408,7 +423,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this->isMultisampledFBOSupported = false;
|
this->isMultisampledFBOSupported = false;
|
||||||
INFO("OpenGL: Driver does not support at least 2x multisampled FBOs.\n");
|
INFO("OpenGL ES: Driver does not support at least 2x multisampled FBOs.\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
this->_isDepthLEqualPolygonFacingSupported = true;
|
this->_isDepthLEqualPolygonFacingSupported = true;
|
||||||
|
@ -551,7 +566,7 @@ Render3DError OpenGLESRenderer_3_0::CreateGeometryPrograms()
|
||||||
fragShaderCode.c_str());
|
fragShaderCode.c_str());
|
||||||
if (error != OGLERROR_NOERR)
|
if (error != OGLERROR_NOERR)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to create the GEOMETRY shader program.\n");
|
INFO("OpenGL ES: Failed to create the GEOMETRY shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyGeometryPrograms();
|
this->DestroyGeometryPrograms();
|
||||||
return error;
|
return error;
|
||||||
|
@ -560,7 +575,7 @@ Render3DError OpenGLESRenderer_3_0::CreateGeometryPrograms()
|
||||||
glLinkProgram(OGLRef.programGeometryID[flagsValue]);
|
glLinkProgram(OGLRef.programGeometryID[flagsValue]);
|
||||||
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryID[flagsValue]))
|
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryID[flagsValue]))
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to link the GEOMETRY shader program.\n");
|
INFO("OpenGL ES: Failed to link the GEOMETRY shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyGeometryPrograms();
|
this->DestroyGeometryPrograms();
|
||||||
return OGLERROR_SHADER_CREATE_ERROR;
|
return OGLERROR_SHADER_CREATE_ERROR;
|
||||||
|
@ -638,7 +653,7 @@ Render3DError OpenGLESRenderer_3_0::CreateGeometryZeroDstAlphaProgram(const char
|
||||||
fragShaderCode.c_str());
|
fragShaderCode.c_str());
|
||||||
if (error != OGLERROR_NOERR)
|
if (error != OGLERROR_NOERR)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to create the GEOMETRY ZERO DST ALPHA shader program.\n");
|
INFO("OpenGL ES: Failed to create the GEOMETRY ZERO DST ALPHA shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyGeometryZeroDstAlphaProgram();
|
this->DestroyGeometryZeroDstAlphaProgram();
|
||||||
return error;
|
return error;
|
||||||
|
@ -647,7 +662,7 @@ Render3DError OpenGLESRenderer_3_0::CreateGeometryZeroDstAlphaProgram(const char
|
||||||
glLinkProgram(OGLRef.programGeometryZeroDstAlphaID);
|
glLinkProgram(OGLRef.programGeometryZeroDstAlphaID);
|
||||||
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryZeroDstAlphaID))
|
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryZeroDstAlphaID))
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to link the GEOMETRY ZERO DST ALPHA shader program.\n");
|
INFO("OpenGL ES: Failed to link the GEOMETRY ZERO DST ALPHA shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyGeometryZeroDstAlphaProgram();
|
this->DestroyGeometryZeroDstAlphaProgram();
|
||||||
return OGLERROR_SHADER_CREATE_ERROR;
|
return OGLERROR_SHADER_CREATE_ERROR;
|
||||||
|
@ -699,7 +714,7 @@ Render3DError OpenGLESRenderer_3_0::CreateEdgeMarkProgram(const char *vtxShaderC
|
||||||
fragShaderCode.c_str());
|
fragShaderCode.c_str());
|
||||||
if (error != OGLERROR_NOERR)
|
if (error != OGLERROR_NOERR)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to create the EDGE MARK shader program.\n");
|
INFO("OpenGL ES: Failed to create the EDGE MARK shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyEdgeMarkProgram();
|
this->DestroyEdgeMarkProgram();
|
||||||
return error;
|
return error;
|
||||||
|
@ -708,7 +723,7 @@ Render3DError OpenGLESRenderer_3_0::CreateEdgeMarkProgram(const char *vtxShaderC
|
||||||
glLinkProgram(OGLRef.programEdgeMarkID);
|
glLinkProgram(OGLRef.programEdgeMarkID);
|
||||||
if (!this->ValidateShaderProgramLink(OGLRef.programEdgeMarkID))
|
if (!this->ValidateShaderProgramLink(OGLRef.programEdgeMarkID))
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to link the EDGE MARK shader program.\n");
|
INFO("OpenGL ES: Failed to link the EDGE MARK shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyEdgeMarkProgram();
|
this->DestroyEdgeMarkProgram();
|
||||||
return OGLERROR_SHADER_CREATE_ERROR;
|
return OGLERROR_SHADER_CREATE_ERROR;
|
||||||
|
@ -735,13 +750,13 @@ Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogP
|
||||||
|
|
||||||
if (vtxShaderCString == NULL)
|
if (vtxShaderCString == NULL)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: The FOG vertex shader is unavailable.\n");
|
INFO("OpenGL ES: The FOG vertex shader is unavailable.\n");
|
||||||
error = OGLERROR_VERTEX_SHADER_PROGRAM_LOAD_ERROR;
|
error = OGLERROR_VERTEX_SHADER_PROGRAM_LOAD_ERROR;
|
||||||
return error;
|
return error;
|
||||||
}
|
}
|
||||||
else if (fragShaderCString == NULL)
|
else if (fragShaderCString == NULL)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: The FOG fragment shader is unavailable.\n");
|
INFO("OpenGL ES: The FOG fragment shader is unavailable.\n");
|
||||||
error = OGLERROR_FRAGMENT_SHADER_PROGRAM_LOAD_ERROR;
|
error = OGLERROR_FRAGMENT_SHADER_PROGRAM_LOAD_ERROR;
|
||||||
return error;
|
return error;
|
||||||
}
|
}
|
||||||
|
@ -789,7 +804,7 @@ Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogP
|
||||||
|
|
||||||
if (error != OGLERROR_NOERR)
|
if (error != OGLERROR_NOERR)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to create the FOG shader program.\n");
|
INFO("OpenGL ES: Failed to create the FOG shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyFogProgram(fogProgramKey);
|
this->DestroyFogProgram(fogProgramKey);
|
||||||
return error;
|
return error;
|
||||||
|
@ -798,7 +813,7 @@ Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogP
|
||||||
glLinkProgram(shaderID.program);
|
glLinkProgram(shaderID.program);
|
||||||
if (!this->ValidateShaderProgramLink(shaderID.program))
|
if (!this->ValidateShaderProgramLink(shaderID.program))
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to link the FOG shader program.\n");
|
INFO("OpenGL ES: Failed to link the FOG shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyFogProgram(fogProgramKey);
|
this->DestroyFogProgram(fogProgramKey);
|
||||||
return OGLERROR_SHADER_CREATE_ERROR;
|
return OGLERROR_SHADER_CREATE_ERROR;
|
||||||
|
@ -860,7 +875,7 @@ Render3DError OpenGLESRenderer_3_0::CreateFramebufferOutput6665Program(const siz
|
||||||
fragShaderCode.c_str());
|
fragShaderCode.c_str());
|
||||||
if (error != OGLERROR_NOERR)
|
if (error != OGLERROR_NOERR)
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to create the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
INFO("OpenGL ES: Failed to create the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyFramebufferOutput6665Programs();
|
this->DestroyFramebufferOutput6665Programs();
|
||||||
return error;
|
return error;
|
||||||
|
@ -869,7 +884,7 @@ Render3DError OpenGLESRenderer_3_0::CreateFramebufferOutput6665Program(const siz
|
||||||
glLinkProgram(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]);
|
glLinkProgram(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]);
|
||||||
if (!this->ValidateShaderProgramLink(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]))
|
if (!this->ValidateShaderProgramLink(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]))
|
||||||
{
|
{
|
||||||
INFO("OpenGL: Failed to link the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
INFO("OpenGL ES: Failed to link the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
this->DestroyFramebufferOutput6665Programs();
|
this->DestroyFramebufferOutput6665Programs();
|
||||||
return OGLERROR_SHADER_CREATE_ERROR;
|
return OGLERROR_SHADER_CREATE_ERROR;
|
||||||
|
|
Loading…
Reference in New Issue