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authorRay <[email protected]>2021-10-16 23:39:21 +0200
committerRay <[email protected]>2021-10-16 23:39:21 +0200
commite36dc01b917112a0547f53687244cccc612eb21a (patch)
treec0fd170008a1abea037509a1f0e6f907c85fb3f6 /src
parent8523d136838e9e3c933f388cb2cf0904adf9f110 (diff)
downloadraylib-e36dc01b917112a0547f53687244cccc612eb21a.tar.gz
raylib-e36dc01b917112a0547f53687244cccc612eb21a.zip
Support `GRAPHICS_API_OPENGL_43`
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index df0d1245..32659c7e 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -1916,8 +1916,10 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
+ #if defined(GRAPHICS_API_OPENGL_43)
if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
- if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
+ if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
+ #endif
#if !defined(__APPLE__)
// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
@@ -3528,7 +3530,9 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
//case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
+ #endif
default: break;
}
@@ -3551,7 +3555,9 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
//case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
+ #endif
default: break;
}
}