Merge of GL-AutoChoose.

This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
This commit is contained in:
Ryan Houdek
2014-01-18 04:11:59 +00:00
parent 0a5bd83af2
commit 839df31347
17 changed files with 189 additions and 177 deletions

View File

@ -25,9 +25,7 @@ static std::string s_sScreenshotName;
// Rasterfont isn't compatible with GLES
// degasus: I think it does, but I can't test it
#ifndef USE_GLES
RasterFont* s_pfont = NULL;
#endif
void SWRenderer::Init()
{
@ -38,23 +36,28 @@ void SWRenderer::Shutdown()
{
glDeleteProgram(program);
glDeleteTextures(1, &s_RenderTarget);
#ifndef USE_GLES
delete s_pfont;
s_pfont = 0;
#endif
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
delete s_pfont;
s_pfont = 0;
}
}
void CreateShaders()
{
static const char *fragShaderText =
"varying " PREC " vec2 TexCoordOut;\n"
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec2 TexCoordOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" " PREC " vec4 tmpcolor;\n"
" tmpcolor = texture2D(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
"}\n";
static const char *vertShaderText =
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
@ -80,10 +83,11 @@ void SWRenderer::Prepare()
CreateShaders();
// TODO: Enable for GLES once RasterFont supports GLES
#ifndef USE_GLES
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_2D);
#endif
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_2D);
}
GL_REPORT_ERRORD();
}
@ -96,7 +100,8 @@ void SWRenderer::SetScreenshot(const char *_szFilename)
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
#ifndef USE_GLES
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return;
int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
@ -105,7 +110,6 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
#endif
}
void SWRenderer::DrawDebugText()