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authorSven Gothel <[email protected]>2015-08-18 03:39:24 +0200
committerSven Gothel <[email protected]>2015-08-18 03:39:24 +0200
commitee8ead591e9d5a5f38f2ab333e2873130b8cd2c2 (patch)
treec20057c4bcc211eda4105ab9aa28d4e539c021ab
parent351e222518af6970e63098b8b94c3ab7d8994b34 (diff)
parent8f56b4a0631fd4d8668573ff3baa704e22d8ed85 (diff)
Merge branch 'master' of git://github.com/gouessej/jogl
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java33
1 files changed, 22 insertions, 11 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
index e1db3f7a3..c916a6671 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -47,6 +47,7 @@ import java.util.Set;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GL3;
+import com.jogamp.opengl.GL3ES3;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.GLES2;
import com.jogamp.opengl.GLContext;
@@ -121,7 +122,7 @@ public class ShaderCode {
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param source CharSequence array containing the shader sources, organized as <code>source[count][strings-per-shader]</code>.
* May be either an immutable <code>String</code> - or mutable <code>StringBuilder</code> array.
@@ -138,6 +139,7 @@ public class ShaderCode {
case GL3.GL_GEOMETRY_SHADER:
case GL3.GL_TESS_CONTROL_SHADER:
case GL3.GL_TESS_EVALUATION_SHADER:
+ case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
@@ -157,7 +159,7 @@ public class ShaderCode {
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param binary binary buffer containing the shader binaries,
*/
@@ -168,6 +170,7 @@ public class ShaderCode {
case GL3.GL_GEOMETRY_SHADER:
case GL3.GL_TESS_CONTROL_SHADER:
case GL3.GL_TESS_EVALUATION_SHADER:
+ case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
@@ -186,7 +189,7 @@ public class ShaderCode {
*
* @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source location
* @param sourceFiles array of source locations, organized as <code>sourceFiles[count]</code> -> <code>shaderSources[count][1]</code>
@@ -233,7 +236,7 @@ public class ShaderCode {
*
* @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param sourceLocations array of {@link Uri} source locations, organized as <code>sourceFiles[count]</code> -> <code>shaderSources[count][1]</code>
* @param mutableStringBuilder if <code>true</code> method returns a mutable <code>StringBuilder</code> instance
@@ -279,7 +282,7 @@ public class ShaderCode {
* which location is resolved using the <code>context</code> class, see {@link #readShaderBinary(Class, String)}.
*
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source location
* @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
@@ -310,7 +313,7 @@ public class ShaderCode {
* Creates a complete {@link ShaderCode} object while reading the shader binary from {@link Uri} <code>binLocations</code>
* via {@link #readShaderBinary(Uri)}.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
* @param binLocations {@link Uri} binary location
@@ -357,7 +360,7 @@ public class ShaderCode {
* </ul>
* @param binary true for a binary resource, false for a source resource
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
*
* @throws GLException if <code>type</code> is not supported
*
@@ -375,6 +378,8 @@ public class ShaderCode {
return binary?SUFFIX_TESS_CONTROL_BINARY:SUFFIX_TESS_CONTROL_SOURCE;
case GL3.GL_TESS_EVALUATION_SHADER:
return binary?SUFFIX_TESS_EVALUATION_BINARY:SUFFIX_TESS_EVALUATION_SOURCE;
+ //case GL3ES3.GL_COMPUTE_SHADER:
+ //FIXME
default:
throw new GLException("illegal shader type: "+type);
}
@@ -457,7 +462,7 @@ public class ShaderCode {
* @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
* or to determine the shader binary format (if <code>binary</code> is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source and binary location
* @param srcRoot relative <i>root</i> path for <code>srcBasenames</code> optional
@@ -591,7 +596,7 @@ public class ShaderCode {
* @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
* or to determine the shader binary format (if <code>binary</code> is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source and binary location
* @param srcRoot relative <i>root</i> path for <code>srcBasenames</code> optional
@@ -659,7 +664,7 @@ public class ShaderCode {
* @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
* or to determine the shader binary format (if <code>binary</code> is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param context class used to help resolving the source and binary location
* @param srcRoot relative <i>root</i> path for <code>basename</code> optional
* @param binRoot relative <i>root</i> path for <code>basename</code>
@@ -726,7 +731,7 @@ public class ShaderCode {
* @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used),
* or to determine the shader binary format (if <code>binary</code> is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
- * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}.
+ * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param context class used to help resolving the source and binary location
* @param srcRoot relative <i>root</i> path for <code>basename</code> optional
* @param binRoot relative <i>root</i> path for <code>basename</code>
@@ -767,6 +772,8 @@ public class ShaderCode {
return "TESS_CONTROL_SHADER";
case GL3.GL_TESS_EVALUATION_SHADER:
return "TESS_EVALUATION_SHADER";
+ case GL3ES3.GL_COMPUTE_SHADER:
+ return "COMPUTE_SHADER";
}
return "UNKNOWN_SHADER";
}
@@ -1284,6 +1291,8 @@ public class ShaderCode {
defaultPrecision = es3_default_precision_vp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = es3_default_precision_fp; break;
+ case GL3ES3.GL_COMPUTE_SHADER:
+ defaultPrecision = es3_default_precision_fp; break;
default:
defaultPrecision = null;
break;
@@ -1308,6 +1317,8 @@ public class ShaderCode {
defaultPrecision = gl3_default_precision_vp_gp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = gl3_default_precision_fp; break;
+ case GL3ES3.GL_COMPUTE_SHADER:
+ defaultPrecision = gl3_default_precision_fp; break;
default:
defaultPrecision = null;
break;