From e36dc01b917112a0547f53687244cccc612eb21a Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 16 Oct 2021 23:39:21 +0200 Subject: [PATCH] Support `GRAPHICS_API_OPENGL_43` --- src/rlgl.h | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/src/rlgl.h b/src/rlgl.h index df0d1245c..32659c7e5 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; } }