mirror of https://github.com/bjornbytes/lovr.git
More strict compute shader test;
Some hardware supports ARB_compute_shader but not 4.3, causing shader compilation failures because currently we switch to GLSL 430 if compute shaders are detected. Instead, just detect GL 4.3 instead of looking for the compute shader extension. This means that compute shaders will sometimes be unavailable even when they're supported. It would be possible to improve this by modifying the way shaders are compiled. Maybe the highest supported GLSL version should be used, but this makes shader authoring somewhat more difficult.
This commit is contained in:
parent
48a347ad01
commit
61abb6f02b
|
@ -1250,7 +1250,7 @@ void lovrGpuInit(void* (*getProcAddress)(const char*), bool debug) {
|
|||
glDebugMessageCallback(onMessage, NULL);
|
||||
}
|
||||
state.features.astc = GLAD_GL_ES_VERSION_3_2;
|
||||
state.features.compute = GLAD_GL_ES_VERSION_3_1 || GLAD_GL_ARB_compute_shader;
|
||||
state.features.compute = GLAD_GL_ES_VERSION_3_1 || (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 3));
|
||||
state.features.dxt = GLAD_GL_EXT_texture_compression_s3tc;
|
||||
state.features.instancedStereo = GLAD_GL_ARB_viewport_array && GLAD_GL_AMD_vertex_shader_viewport_index && GLAD_GL_ARB_fragment_layer_viewport;
|
||||
state.features.multiview = GLAD_GL_ES_VERSION_3_0 && GLAD_GL_OVR_multiview2 && GLAD_GL_OVR_multiview_multisampled_render_to_texture;
|
||||
|
|
Loading…
Reference in New Issue