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https://github.com/gnif/LookingGlass.git
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7c872d2d9e
Instead of using the desktop <GL/gl.h>, we properly use the OpenGL ES 3.x headers. Also, we now use GL_EXT_buffer_storage for MAP_PERSISTENT_BIT_EXT and MAP_COHERENT_BIT_EXT as the core versions are only available in desktop OpenGL 4.4. Similarly, we need GL_EXT_texture_format_BGRA8888 for GL_BGRA_EXT as GL_BGRA is desktop-only.
38 lines
1.4 KiB
C
38 lines
1.4 KiB
C
/**
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* Looking Glass
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* Copyright (C) 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include <stddef.h>
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#include <GLES3/gl3.h>
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typedef struct EGL_Shader EGL_Shader;
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bool egl_shader_init(EGL_Shader ** shader);
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void egl_shader_free(EGL_Shader ** shader);
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bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
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bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
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void egl_shader_use (EGL_Shader * shader);
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void egl_shader_associate_textures(EGL_Shader * shader, const int count);
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GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name); |