1#ifndef _SDL_GPU_OPENGL_4_H__
2#define _SDL_GPU_OPENGL_4_H__
6#if !defined(SDL_GPU_DISABLE_OPENGL) && !defined(SDL_GPU_DISABLE_OPENGL_4)
16 #if defined(GL_EXT_bgr) && !defined(GL_BGR)
17 #define GL_BGR GL_BGR_EXT
19 #if defined(GL_EXT_bgra) && !defined(GL_BGRA)
20 #define GL_BGRA GL_BGRA_EXT
22 #if defined(GL_EXT_abgr) && !defined(GL_ABGR)
23 #define GL_ABGR GL_ABGR_EXT
28#define GPU_CONTEXT_DATA ContextData_OpenGL_4
29#define GPU_IMAGE_DATA ImageData_OpenGL_4
30#define GPU_TARGET_DATA TargetData_OpenGL_4
34#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE \
38in vec2 gpu_TexCoord;\n\
40uniform mat4 gpu_ModelViewProjectionMatrix;\n\
48 texCoord = vec2(gpu_TexCoord);\n\
49 gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
52#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE \
57uniform mat4 gpu_ModelViewProjectionMatrix;\n\
64 gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
68#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE \
74uniform sampler2D tex;\n\
80 fragColor = texture(tex, texCoord) * color;\n\
83#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE \
99 GPU_bool last_use_texturing;
100 unsigned int last_shape;
101 GPU_bool last_use_blending;
105 GPU_bool last_camera_inverted;
107 GPU_bool last_depth_test;
108 GPU_bool last_depth_write;
113 unsigned short blit_buffer_num_vertices;
114 unsigned short blit_buffer_max_num_vertices;
115 unsigned short* index_buffer;
116 unsigned int index_buffer_num_vertices;
117 unsigned int index_buffer_max_num_vertices;
120 unsigned int blit_VAO;
121 unsigned int blit_VBO[2];
122 unsigned int blit_IBO;
123 GPU_bool blit_VBO_flop;
126 unsigned int attribute_VBO[16];
132 GPU_bool owns_handle;
GPU_ComparisonEnum
Definition: SDL_gpu.h:183
Definition: SDL_gpu_OpenGL_4.h:97
Definition: SDL_gpu.h:710
Definition: SDL_gpu.h:227
Definition: SDL_gpu.h:380
Definition: SDL_gpu.h:334
Definition: SDL_gpu.h:138
Definition: SDL_gpu_OpenGL_4.h:130
Definition: SDL_gpu_OpenGL_4.h:138