ADDED: Experimental support for OpenGL ES 3.0 -WIP-
Just added the required flags to request the OpenGL ES 3.0 context but it has not been tested...
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a18667c2e9
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2 changed files with 28 additions and 7 deletions
16
src/rcore.c
16
src/rcore.c
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@ -291,6 +291,7 @@
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#if defined(PLATFORM_WEB)
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#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
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//#define GLFW_INCLUDE_ES3 // GLFW3: Enable OpenGL ES 3.0 (transalted to WebGL2?)
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#include "GLFW/glfw3.h" // GLFW3: Windows, OpenGL context and Input management
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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@ -2451,7 +2452,7 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
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{
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VrStereoConfig config = { 0 };
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if ((rlGetVersion() == RL_OPENGL_33) || (rlGetVersion() == RL_OPENGL_ES_20))
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if ((rlGetVersion() == RL_OPENGL_33) || (rlGetVersion() >= RL_OPENGL_ES_20))
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{
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// Compute aspect ratio
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float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
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@ -4172,6 +4173,17 @@ static bool InitGraphicsDevice(int width, int height)
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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#else
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
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#endif
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}
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else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#if defined(PLATFORM_DESKTOP)
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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#else
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
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#endif
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}
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@ -4543,7 +4555,7 @@ static bool InitGraphicsDevice(int width, int height)
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const EGLint framebufferAttribs[] =
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{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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#if defined(PLATFORM_DRM)
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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#endif
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