diff options
author | Sven Gothel <[email protected]> | 2013-10-25 04:44:06 +0200 |
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committer | Sven Gothel <[email protected]> | 2013-10-25 04:44:06 +0200 |
commit | 5ee57df0fab57124afb31bc65fd87e9184cf8f16 (patch) | |
tree | 88f304fefaa4e9dfc325dd56c0719dd6f3189085 /src/jogl/classes/com/jogamp/opengl | |
parent | ed47ed58374fe57e2d1db9b2d0af6e29595016dd (diff) |
Fix Bug 872: ES3 and ES3-GLSL Version not properly Handled
GLContext:
- Proper API doc for Version* fields
- getStaticGLSLVersionNumber(): ES3 -> Version300
- hasGLSL(): Add ES3
ShaderCode:
- addDefaultShaderPrecision():
- ES2 default precision: Don't 'tune up' default precision for fragment shader, use 'mediump'
- Add ES3 default precision (equal to ES2 default precision)
- requiresDefaultPrecision(): Shall returns 'true' for ES3 as well!
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java | 25 |
1 files changed, 20 insertions, 5 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 6f16cc4fe..206aa0fd7 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java @@ -65,7 +65,6 @@ import com.jogamp.common.util.VersionNumber; * </p> */ public class ShaderCode { - public static final boolean DEBUG = Debug.debug("GLSLCode"); public static final boolean DEBUG_CODE = Debug.isPropertyDefined("jogl.debug.GLSLCode", true); /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code: <code>vp</code> */ @@ -484,6 +483,7 @@ public class ShaderCode { // Create & Compile the vertex/fragment shader objects if(null!=shaderSource) { if(DEBUG_CODE) { + System.err.println("ShaderCode.compile:"); dumpShaderSource(System.err); } valid=ShaderUtil.createAndCompileShader(gl, shader, shaderType, @@ -829,9 +829,14 @@ public class ShaderCode { // Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ? /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */ - public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n"; + public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n"; /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */ - public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n"; + public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n"; + + /** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es3_default_precision_vp} */ + public static final String es3_default_precision_vp = es2_default_precision_vp; + /** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es3_default_precision_fp} */ + public static final String es3_default_precision_fp = es2_default_precision_fp; /** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */ public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n"; @@ -872,7 +877,17 @@ public class ShaderCode { case GL2ES2.GL_VERTEX_SHADER: defaultPrecision = es2_default_precision_vp; break; case GL2ES2.GL_FRAGMENT_SHADER: - defaultPrecision = es2_default_precision_vp; break; + defaultPrecision = es2_default_precision_fp; break; + default: + defaultPrecision = null; + break; + } + } else if( gl.isGLES3() ) { + switch ( shaderType ) { + case GL2ES2.GL_VERTEX_SHADER: + defaultPrecision = es3_default_precision_vp; break; + case GL2ES2.GL_FRAGMENT_SHADER: + defaultPrecision = es3_default_precision_fp; break; default: defaultPrecision = null; break; @@ -900,7 +915,7 @@ public class ShaderCode { /** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */ public static final boolean requiresDefaultPrecision(GL2ES2 gl) { - if( gl.isGLES2() ) { + if( gl.isGLES2() || gl.isGLES3() ) { return true; } return requiresGL3DefaultPrecision(gl); |