LookingGlass/client/renderers/EGL/shader.h
Quantum 7c872d2d9e [client] egl: properly use OpenGL ES
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.
2021-07-18 20:44:32 +10:00

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C

/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdbool.h>
#include <stddef.h>
#include <GLES3/gl3.h>
typedef struct EGL_Shader EGL_Shader;
bool egl_shader_init(EGL_Shader ** shader);
void egl_shader_free(EGL_Shader ** shader);
bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
void egl_shader_use (EGL_Shader * shader);
void egl_shader_associate_textures(EGL_Shader * shader, const int count);
GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name);