- use layout binding qualifiers on uniform buffers when GLSL version >= 4.2
This has no performance benefits but allows checking shader generation correctness without having to implement Vulkan first.
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6 changed files with 66 additions and 14 deletions
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@ -82,8 +82,11 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
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mDebug = std::make_shared<FGLDebug>();
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mDebug->Update();
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SetGamma();
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// Move some state to the framebuffer object for easier access.
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hwcaps = gl.flags;
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if (gl.legacyMode) hwcaps |= RFL_NO_SHADERS;
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glslversion = gl.glslversion;
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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