Make GL text rendering macOS compatible

* We switch to core context compatible shaders rather than assuming older GLSL
  versions are supported
This commit is contained in:
baldurk
2018-09-02 13:16:11 +01:00
parent 57c118c1e6
commit c2a8365eaa
+16 -3
View File
@@ -155,7 +155,7 @@ void WrappedOpenGL::ContextData::CreateDebugData()
ShaderType shaderType;
int glslVersion;
string fragDefines;
std::string vertDefines, fragDefines;
if(IsGLES)
{
@@ -167,10 +167,23 @@ void WrappedOpenGL::ContextData::CreateDebugData()
{
shaderType = eShaderGLSL;
glslVersion = 110;
#if ENABLED(RDOC_APPLE)
// on mac we need to define a more modern version and use modern texture sampling
glslVersion = GLCoreVersion * 10;
fragDefines =
"#define varying in\n"
"#define texture2D texture\n"
"#define gl_FragColor outcol\n"
"out vec4 outcol;";
vertDefines =
"#define varying out\n"
"#define attribute in";
#endif
}
GenerateGLSLShader(vs, shaderType, "", GetEmbeddedResource(glsl_gltext_vert), glslVersion,
false);
GenerateGLSLShader(vs, shaderType, vertDefines.c_str(),
GetEmbeddedResource(glsl_gltext_vert), glslVersion, false);
GenerateGLSLShader(fs, shaderType, fragDefines.c_str(),
GetEmbeddedResource(glsl_gltext_frag), glslVersion, false);