set the defines for GPU profile correctly AGAIN

This commit is contained in:
Sam Gateau 2015-03-17 16:51:59 -07:00
parent 74ae0c4a85
commit 5a40fcee17
11 changed files with 33 additions and 30 deletions

View file

@ -12,16 +12,16 @@
<@def GPU_CONFIG_SLH@>
<@if GLPROFILE == PC_GL @>
<@def GPU_FEATURE_PROFILE Core@>
<@def GPU_TRANSFORM_PROFILE Core@>
<@def GPU_FEATURE_PROFILE GPU_CORE@>
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
<@def VERSION_HEADER #version 330 compatibility@>
<@elif GLPROFILE == MAC_GL @>
<@def GPU_FEATURE_PROFILE Legacy@>
<@def GPU_TRANSFORM_PROFILE Legacy@>
<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
<@def VERSION_HEADER #version 120@>
<@else@>
<@def GPU_FEATURE_PROFILE Legacy@>
<@def GPU_TRANSFORM_PROFILE Legacy@>
<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
<@def VERSION_HEADER #version 120@>
<@endif@>

View file

@ -56,7 +56,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
GLuint bo = getBufferID(*uniformBuffer);
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
#else

View file

@ -88,7 +88,7 @@ void makeBindings(GLBackend::GLShader* shader) {
// now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings
#if (GPU_TRANSFORM_PROFILE == Core)
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
@ -552,7 +552,7 @@ bool isUnusedSlot(GLint binding) {
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
GLint buffersCount = 0;
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);

View file

@ -32,7 +32,7 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
}
void GLBackend::initTransform() {
#if (GPU_TRANSFORM_PROFILE == Core)
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
@ -49,7 +49,7 @@ void GLBackend::initTransform() {
}
void GLBackend::killTransform() {
#if (GPU_TRANSFORM_PROFILE == Core)
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
#else
@ -77,7 +77,7 @@ void GLBackend::updateTransform() {
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
}
#if (GPU_TRANSFORM_PROFILE == Core)
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
if (_transform._invalidView || _transform._invalidProj) {
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
@ -100,7 +100,7 @@ void GLBackend::updateTransform() {
#endif
#if (GPU_TRANSFORM_PROFILE == Legacy)
#if (GPU_TRANSFORM_PROFILE == GPU_LEGACY)
// Do it again for fixed pipeline until we can get rid of it
if (_transform._invalidProj) {
if (_transform._lastMode != GL_PROJECTION) {

View file

@ -14,20 +14,23 @@
#define GL_GLEXT_PROTOTYPES 1
#define GPU_CORE 1
#define GPU_LEGACY 0
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#define GPU_FEATURE_PROFILE Legacy
#define GPU_TRANSFORM_PROFILE Legacy
#define GPU_FEATURE_PROFILE GPU_LEGACY
#define GPU_TRANSFORM_PROFILE GPU_LEGACY
#elif defined(WIN32)
#include <windowshacks.h>
#include <GL/glew.h>
#include <GL/wglew.h>
#define GPU_FEATURE_PROFILE Core
#define GPU_TRANSFORM_PROFILE Core
#define GPU_FEATURE_PROFILE GPU_CORE
#define GPU_TRANSFORM_PROFILE GPU_CORE
#elif defined(ANDROID)
@ -35,8 +38,8 @@
#include <GL/gl.h>
#include <GL/glext.h>
#define GPU_FEATURE_PROFILE Legacy
#define GPU_TRANSFORM_PROFILE Legacy
#define GPU_FEATURE_PROFILE GPU_LEGACY
#define GPU_TRANSFORM_PROFILE GPU_LEGACY
#endif

View file

@ -24,7 +24,7 @@ struct TransformCamera {
};
vec4 transformModelToClipPos(TransformCamera camera, TransformObject object, vec4 pos) {
<@if GPU_TRANSFORM_PROFILE == GPUCore@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
vec4 epos = (object._model * pos) + vec4(-pos.w * camera._viewInverse[3].xyz, 0.0);
return camera._projectionViewUntranslated * epos;
// Equivalent to the following but hoppefully a bit more accurate
@ -35,7 +35,7 @@ vec4 transformModelToClipPos(TransformCamera camera, TransformObject object, vec
}
vec3 transformModelToEyeDir(TransformCamera camera, TransformObject object, vec3 dir) {
<@if GPU_TRANSFORM_PROFILE == GPUCore@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
vec3 mr0 = vec3(object._modelInverse[0].x, object._modelInverse[1].x, object._modelInverse[2].x);
vec3 mr1 = vec3(object._modelInverse[0].y, object._modelInverse[1].y, object._modelInverse[2].y);
vec3 mr2 = vec3(object._modelInverse[0].z, object._modelInverse[1].z, object._modelInverse[2].z);
@ -52,7 +52,7 @@ vec3 transformModelToEyeDir(TransformCamera camera, TransformObject object, vec3
<@endif@>
}
<@if GPU_TRANSFORM_PROFILE == GPUCore@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
uniform transformObjectBuffer {
TransformObject object;
};

View file

@ -64,7 +64,7 @@ float getLightShowContour(Light l) {
return l._control.w;
}
<@if GPU_FEATURE_PROFILE == Core @>
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
uniform lightBuffer {
Light light;
};

View file

@ -25,7 +25,7 @@ float getMaterialShininess(Material m) { return m._specular.a; }
<@if GPU_FEATURE_PROFILE == Core@>
<@if GPU_FEATURE_PROFILE == GPU_CORE@>
uniform materialBuffer {
Material _mat;
};

View file

@ -495,7 +495,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
GLint loc = -1;
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 0);
@ -512,7 +512,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
}
#endif
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 1);

View file

@ -200,7 +200,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
// bindable uniform version
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(program.programId(), "materialBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 1);
@ -217,7 +217,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
}
#endif
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(program.programId(), "transformObjectBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_OBJECT_SLOT);
@ -225,7 +225,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
}
#endif
#if (GPU_FEATURE_PROFILE == Core)
#if (GPU_FEATURE_PROFILE == GPU_CORE)
loc = glGetUniformBlockIndex(program.programId(), "transformCameraBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_CAMERA_SLOT);

View file

@ -16,7 +16,7 @@ uniform sampler2DShadow shadowMap;
// Fetching it
float fetchShadow(vec3 texcoord) {
<@if GPU_FEATURE_PROFILE == Core @>
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
return texture(shadowMap, texcoord);
<@else@>
return shadow2D(shadowMap, texcoord).r;