diff options
author | Sven Gothel <[email protected]> | 2015-08-18 03:39:24 +0200 |
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committer | Sven Gothel <[email protected]> | 2015-08-18 03:39:24 +0200 |
commit | ee8ead591e9d5a5f38f2ab333e2873130b8cd2c2 (patch) | |
tree | c20057c4bcc211eda4105ab9aa28d4e539c021ab /src/jogl | |
parent | 351e222518af6970e63098b8b94c3ab7d8994b34 (diff) | |
parent | 8f56b4a0631fd4d8668573ff3baa704e22d8ed85 (diff) |
Merge branch 'master' of git://github.com/gouessej/jogl
Diffstat (limited to 'src/jogl')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java | 33 |
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; |