
[GL 4.1] ES2 Compatibility
Posted Saturday, 2 October, 2010 - 06:59 by Inertia| Project: | The Open Toolkit library |
| Version: | 1.x-dev |
| Component: | Code |
| Category: | task |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | fixed |
Jump to:
http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt
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Add to enum GetPName
SHADER_COMPILER 0x8DFA
SHADER_BINARY_FORMATS 0x8DF8
NUM_SHADER_BINARY_FORMATS 0x8DF9
MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
MAX_VARYING_VECTORS 0x8DFC
MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
Add to enum VertexAttribPointerType
FIXED 0x140C
Create new enum GetShaderPrecisionFormat and add
LOW_FLOAT 0x8DF0
MEDIUM_FLOAT 0x8DF1
HIGH_FLOAT 0x8DF2
LOW_INT 0x8DF3
MEDIUM_INT 0x8DF4
HIGH_INT 0x8DF5
Functions:
Old: void GetShaderPrecisionFormat(enum shadertype, enum precisiontype, int *range, int *precision);
New: void GetShaderPrecisionFormat(ShaderType shadertype, GetShaderPrecisionFormat precisiontype, int *range, int *precision);
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The number and actual formats supported here are queried using GL.GetInteger(NUM_SHADER_BINARY_FORMATS ) and GL.GetInteger(SHADER_BINARY_FORMATS) and cannot be predicted at compile time. No enum for this.
void ShaderBinary(sizei count, const uint *shaders, enum binaryformat, const void *binary, sizei length);


Comments
#1
Fixed in gl4 branch, r2963.