From 821f30f7358ec3f0217b05a8d4af7101daf61678 Mon Sep 17 00:00:00 2001 From: Michael Lutz Date: Sat, 16 Jan 2021 16:43:22 +0100 Subject: Codechange: [OpenGL] Use GLSL version 1.50 if available. --- src/table/opengl_shader.h | 22 ++++++++++++++++++++++ src/video/opengl.cpp | 12 ++++++++++-- 2 files changed, 32 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/table/opengl_shader.h b/src/table/opengl_shader.h index c59bcbcab..e3d5e0b3a 100644 --- a/src/table/opengl_shader.h +++ b/src/table/opengl_shader.h @@ -20,6 +20,17 @@ static const char *_vertex_shader_direct[] = { "}", }; +/** GLSL 1.50 vertex shader that just passes colour and tex coords through. */ +static const char *_vertex_shader_direct_150[] = { + "#version 150\n", + "in vec2 position, colour_uv;", + "out vec2 colour_tex_uv;", + "void main() {", + " colour_tex_uv = colour_uv;", + " gl_Position = vec4(position, 0.0, 1.0);", + "}", +}; + /** Fragment shader that reads the fragment colour from a 32bpp texture. */ static const char *_frag_shader_direct[] = { "#version 110\n", @@ -29,3 +40,14 @@ static const char *_frag_shader_direct[] = { " gl_FragColor = texture2D(colour_tex, colour_tex_uv);", "}", }; + +/** GLSL 1.50 fragment shader that reads the fragment colour from a 32bpp texture. */ +static const char *_frag_shader_direct_150[] = { + "#version 150\n", + "uniform sampler2D colour_tex;", + "in vec2 colour_tex_uv;", + "out vec4 colour;", + "void main() {", + " colour = texture(colour_tex, colour_tex_uv);", + "}", +}; diff --git a/src/video/opengl.cpp b/src/video/opengl.cpp index 2f92b2717..b5ce12dee 100644 --- a/src/video/opengl.cpp +++ b/src/video/opengl.cpp @@ -500,15 +500,23 @@ static bool VerifyProgram(GLuint program) */ bool OpenGLBackend::InitShaders() { + const char *ver = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION); + if (ver == nullptr) return false; + + int glsl_major = ver[0] - '0'; + int glsl_minor = ver[2] - '0'; + + bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)); + /* Create vertex shader. */ GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER); - _glShaderSource(vert_shader, lengthof(_vertex_shader_direct), _vertex_shader_direct, nullptr); + _glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_direct_150) : lengthof(_vertex_shader_direct), glsl_150 ? _vertex_shader_direct_150 : _vertex_shader_direct, nullptr); _glCompileShader(vert_shader); if (!VerifyShader(vert_shader)) return false; /* Create fragment shader. */ GLuint frag_shader = _glCreateShader(GL_FRAGMENT_SHADER); - _glShaderSource(frag_shader, lengthof(_frag_shader_direct), _frag_shader_direct, nullptr); + _glShaderSource(frag_shader, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr); _glCompileShader(frag_shader); if (!VerifyShader(frag_shader)) return false; -- cgit v1.2.3-54-g00ecf