- Started implementing OpenGL wrappers
This commit is contained in:
@@ -65,9 +65,10 @@
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namespace fennec
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{
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///
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/// \brief an unsigned integer
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using uint = unsigned int;
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using byte = uint8_t;
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using ubyte = uint8_t;
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using ushort = uint16_t;
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using uint = uint32_t;
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}
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149
include/fennec/renderers/opengl/lib/buffer.h
Normal file
149
include/fennec/renderers/opengl/lib/buffer.h
Normal file
@@ -0,0 +1,149 @@
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// =====================================================================================================================
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// fennec, a free and open source game engine
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// Copyright © 2025 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#ifndef FENNEC_PLATFORM_OPENGL_LIB_H
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#define FENNEC_PLATFORM_OPENGL_LIB_H
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#include <fennec/math/common.h>
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#include <fennec/renderers/opengl/lib/fwd.h>
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#include <fennec/renderers/opengl/lib/enum.h>
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namespace fennec
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{
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namespace gl
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{
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template<GLenum TypeV, GLbitfield FlagsV, GLboolean ImmutableV = false>
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class buffer {
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private:
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static constexpr GLenum get_mutable_traits() {
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GLenum res;
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// Set READ/DRAW/COPY
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if constexpr (read) {
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res = GL_STREAM_READ;
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} else if constexpr (write) {
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res = GL_STREAM_DRAW;
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} else {
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res = GL_STREAM_COPY;
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}
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// Set STATIC/DYNAMIC/STREAM
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if constexpr (client or coherent) {
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// do nothing
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} else if constexpr (dynamic or persistent) {
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res += 6;
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} else {
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res += 3;
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}
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return res;
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}
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public:
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static constexpr GLenum type = TypeV;
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static constexpr GLboolean immutable = ImmutableV;
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static constexpr GLbitfield flags = FlagsV;
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static constexpr GLboolean read = flags & READ;
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static constexpr GLboolean write = flags & WRITE;
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static constexpr GLboolean mapped = read or write;
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static constexpr GLboolean dynamic = flags & DYNAMIC;
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static constexpr GLboolean persistent = flags & PERSISTENT;
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static constexpr GLboolean coherent = flags & COHERENT;
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static constexpr GLboolean client = flags & CLIENT;
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static constexpr GLenum usage = get_mutable_traits();
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static_assert(not persistent or persistent == mapped);
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static_assert(not coherent or coherent == persistent);
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constexpr buffer(void* data, GLsizeiptr size)
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: _handle()
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, _size(size) {
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glGenBuffers(1, &_handle);
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start();
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if constexpr(immutable) {
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glBufferStorage(type, _size, data, flags);
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} else {
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glBufferData(type, _size, data, usage);
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}
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end();
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}
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constexpr buffer(buffer&& buff) noexcept
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: _handle(buff)
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, _size(buff._size) {
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}
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constexpr buffer(const buffer&) = delete;
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constexpr buffer& operator=(buffer&& buff) noexcept {
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glDeleteBuffers(1, &_handle);
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_handle = buff._handle;
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_size = buff._size;
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return *this;
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}
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constexpr void start() const {
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glBindBuffer(type, _handle);
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}
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constexpr void end() const {
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glBindBuffer(type, NULL);
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}
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constexpr void clear(GLsizeiptr size, GLintptr offset = 0, const void* data = nullptr, GLenum data_type = BYTE, GLenum format = R, GLenum internal = R8) {
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size = min(size, _size - offset);
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if (size <= 0) return;
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glClearBufferSubData(type, internal, offset, size, format, type, data);
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}
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template<GLenum OTypeV, GLbitfield OFlagsV, GLboolean OImmutableV>
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constexpr void copy(const buffer<OTypeV, OFlagsV, OImmutableV>& cpy, GLsizeiptr size, GLintptr write_offset = 0, GLintptr read_offset = 0) {
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size = fennec::min(size, cpy._size - read_offset);
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size = fennec::min(size, _size - write_offset);
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if (size <= 0) return;
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glBindBuffer(COPY_READ, cpy._handle);
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glBindBuffer(COPY_WRITE, _handle);
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glCopyBufferSubData(COPY_READ, COPY_WRITE, read_offset, write_offset, size);
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glBindBuffer(COPY_READ, NULL);
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glBindBuffer(COPY_WRITE, NULL);
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}
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constexpr void write(const void* data, GLsizeiptr size, GLintptr offset = 0) {
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static_assert(dynamic or persistent and not (client or coherent));
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size = min(size, _size - offset);
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glBufferSubData(type, offset, size, data);
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}
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constexpr void resize()
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constexpr void map() {
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}
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private:
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GLuint _handle;
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GLsizeiptr _size;
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};
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}
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}
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#endif // FENNEC_PLATFORM_OPENGL_LIB_H
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260
include/fennec/renderers/opengl/lib/enum.h
Normal file
260
include/fennec/renderers/opengl/lib/enum.h
Normal file
@@ -0,0 +1,260 @@
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// =====================================================================================================================
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// fennec, a free and open source game engine
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// Copyright © 2025 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#ifndef FENNEC_RENDERERS_OPENGL_LIB_ENUM_H
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#define FENNEC_RENDERERS_OPENGL_LIB_ENUM_H
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#include <fennec/renderers/opengl/lib/fwd.h>
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namespace fennec
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{
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namespace gl
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{
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enum buffer_ : GLenum {
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VERTEX = GL_ARRAY_BUFFER,
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ELEMENT = GL_ELEMENT_ARRAY_BUFFER,
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UNIFORM = GL_UNIFORM_BUFFER,
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SHADER_STORAGE = GL_SHADER_STORAGE_BUFFER,
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QUERY = GL_QUERY_BUFFER,
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TEXTURE = GL_TEXTURE_BUFFER,
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TRANSFORM_FEEDBACK = GL_TRANSFORM_FEEDBACK_BUFFER,
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ATOMIC_COUNTER = GL_ATOMIC_COUNTER_BUFFER,
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PARAMETER = GL_PARAMETER_BUFFER,
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INDIRECT_DRAW = GL_DRAW_INDIRECT_BUFFER, INDIRECT_DISPATCH = GL_DISPATCH_INDIRECT_BUFFER,
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COPY_READ = GL_COPY_READ_BUFFER, COPY_WRITE = GL_COPY_WRITE_BUFFER,
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PIXEL_PACK = GL_PIXEL_PACK_BUFFER, PIXEL_UNPACK = GL_PIXEL_UNPACK_BUFFER,
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};
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enum buffer_flag_ : GLbitfield {
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NONE = 0,
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READ = GL_MAP_READ_BIT,
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WRITE = GL_MAP_WRITE_BIT,
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DYNAMIC = GL_DYNAMIC_STORAGE_BIT,
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PERSISTENT = GL_MAP_PERSISTENT_BIT,
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COHERENT = GL_MAP_COHERENT_BIT,
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CLIENT = GL_CLIENT_STORAGE_BIT,
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};
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enum type_ : GLenum {
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BOOL = GL_BOOL,
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BVEC2 = GL_BOOL_VEC2,
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BVEC3 = GL_BOOL_VEC3,
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BVEC4 = GL_BOOL_VEC4,
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BYTE = GL_BYTE,
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SHORT = GL_SHORT,
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INT = GL_INT,
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IVEC2 = GL_INT_VEC2,
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IVEC3 = GL_INT_VEC3,
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IVEC4 = GL_INT_VEC4,
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UBYTE = GL_UNSIGNED_BYTE,
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USHORT = GL_UNSIGNED_SHORT,
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UINT = GL_UNSIGNED_INT,
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UVEC2 = GL_UNSIGNED_INT_VEC2,
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UVEC3 = GL_UNSIGNED_INT_VEC3,
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UVEC4 = GL_UNSIGNED_INT_VEC4,
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HALF = GL_HALF_FLOAT,
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FLOAT = GL_FLOAT,
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VEC2 = GL_FLOAT_VEC2,
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VEC3 = GL_FLOAT_VEC3,
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VEC4 = GL_FLOAT_VEC4,
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DOUBLE = GL_DOUBLE,
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DVEC2 = GL_DOUBLE_VEC2,
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DVEC3 = GL_DOUBLE_VEC3,
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DVEC4 = GL_DOUBLE_VEC4,
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UBYTE332 = GL_UNSIGNED_BYTE_3_3_2,
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UBYTE233R = GL_UNSIGNED_BYTE_2_3_3_REV,
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USHORT565 = GL_UNSIGNED_SHORT_5_6_5,
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USHORT565R = GL_UNSIGNED_SHORT_5_6_5_REV,
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USHORT4444 = GL_UNSIGNED_SHORT_4_4_4_4,
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USHORT4444R = GL_UNSIGNED_SHORT_4_4_4_4_REV,
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USHORT5551 = GL_UNSIGNED_SHORT_5_5_5_1,
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USHORT1555R = GL_UNSIGNED_SHORT_1_5_5_5_REV,
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UINT8888 = GL_UNSIGNED_INT_8_8_8_8,
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UINT8888R = GL_UNSIGNED_INT_8_8_8_8_REV,
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UINTAAA2 = GL_UNSIGNED_INT_10_10_10_2,
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UINT2AAAR = GL_UNSIGNED_INT_2_10_10_10_REV,
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UINT24_8 = GL_UNSIGNED_INT_24_8,
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UINTABBFR = GL_UNSIGNED_INT_10F_11F_11F_REV,
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UINT5999R = GL_UNSIGNED_INT_5_9_9_9_REV,
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FLOAT32UINT24 = GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
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SAMPLER_1D = GL_SAMPLER_1D,
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SAMPLER_1D_V = GL_SAMPLER_1D_ARRAY,
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SHADOW_SAMPLER_1D = GL_SAMPLER_1D_SHADOW,
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SHADOW_SAMPLER_1D_V = GL_SAMPLER_1D_ARRAY_SHADOW,
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SAMPLER_2D = GL_SAMPLER_2D,
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SAMPLER_2D_V = GL_SAMPLER_2D_ARRAY,
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SAMPLER_RECT_2D = GL_SAMPLER_2D_RECT,
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SAMPLER_2D_MS = GL_SAMPLER_2D_MULTISAMPLE,
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SAMPLER_2D_MS_V = GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
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SHADOW_SAMPLER_2D = GL_SAMPLER_2D_SHADOW,
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SHADOW_SAMPLER_2D_V = GL_SAMPLER_2D_ARRAY_SHADOW,
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SHADOW_SAMPLER_RECT_2D = GL_SAMPLER_2D_RECT_SHADOW,
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SAMPLER_CUBEMAP = GL_SAMPLER_CUBE,
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SHADOW_SAMPLER_CUBEMAP = GL_SAMPLER_CUBE_SHADOW,
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SAMPLER_3D = GL_SAMPLER_3D,
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SAMPLER_BUFFER = GL_SAMPLER_BUFFER,
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ISAMPLER_1D = GL_INT_SAMPLER_1D,
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ISAMPLER_1D_V = GL_INT_SAMPLER_1D_ARRAY,
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ISAMPLER_2D = GL_INT_SAMPLER_2D,
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ISAMPLER_2D_V = GL_INT_SAMPLER_2D_ARRAY,
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ISAMPLER_RECT_2D = GL_INT_SAMPLER_2D_RECT,
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ISAMPLER_2D_MS = GL_INT_SAMPLER_2D_MULTISAMPLE,
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ISAMPLER_2D_MS_V = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
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ISAMPLER_CUBEMAP = GL_INT_SAMPLER_CUBE,
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ISAMPLER_3D = GL_INT_SAMPLER_3D,
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ISAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER,
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USAMPLER_1D = GL_INT_SAMPLER_1D,
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USAMPLER_1D_V = GL_INT_SAMPLER_1D_ARRAY,
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USAMPLER_2D = GL_INT_SAMPLER_2D,
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USAMPLER_2D_V = GL_INT_SAMPLER_2D_ARRAY,
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USAMPLER_RECT_2D = GL_INT_SAMPLER_2D_RECT,
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USAMPLER_2D_MS = GL_INT_SAMPLER_2D_MULTISAMPLE,
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USAMPLER_2D_MS_V = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
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USAMPLER_CUBEMAP = GL_INT_SAMPLER_CUBE,
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USAMPLER_3D = GL_INT_SAMPLER_3D,
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USAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER,
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IMAGE_1D = GL_IMAGE_1D,
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IMAGE_1D_V = GL_IMAGE_1D_ARRAY,
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IMAGE_2D = GL_IMAGE_2D,
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IMAGE_2D_V = GL_IMAGE_2D_ARRAY,
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IMAGE_RECT_2D = GL_IMAGE_2D_RECT,
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IMAGE_2D_MS = GL_IMAGE_2D_MULTISAMPLE,
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IMAGE_2D_MS_V = GL_IMAGE_2D_MULTISAMPLE_ARRAY,
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IMAGE_CUBEMAP = GL_IMAGE_CUBE,
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IMAGE_3D = GL_IMAGE_3D,
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IMAGE_BUFFER = GL_IMAGE_BUFFER,
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IIMAGE_1D = GL_INT_IMAGE_1D,
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IIMAGE_1D_V = GL_INT_IMAGE_1D_ARRAY,
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IIMAGE_2D = GL_INT_IMAGE_2D,
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IIMAGE_2D_V = GL_INT_IMAGE_2D_ARRAY,
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IIMAGE_RECT_2D = GL_INT_IMAGE_2D_RECT,
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IIMAGE_2D_MS = GL_INT_IMAGE_2D_MULTISAMPLE,
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IIMAGE_2D_MS_V = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
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IIMAGE_CUBEMAP = GL_INT_IMAGE_CUBE,
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IIMAGE_3D = GL_INT_IMAGE_3D,
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IIMAGE_BUFFER = GL_INT_IMAGE_BUFFER,
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UIMAGE_1D = GL_UNSIGNED_INT_IMAGE_1D,
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UIMAGE_1D_V = GL_UNSIGNED_INT_IMAGE_1D_ARRAY,
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UIMAGE_2D = GL_UNSIGNED_INT_IMAGE_2D,
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UIMAGE_2D_V = GL_UNSIGNED_INT_IMAGE_2D_ARRAY,
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UIMAGE_RECT_2D = GL_UNSIGNED_INT_IMAGE_2D_RECT,
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UIMAGE_2D_MS = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,
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UIMAGE_2D_MS_V = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
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UIMAGE_CUBEMAP = GL_UNSIGNED_INT_IMAGE_CUBE,
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UIMAGE_3D = GL_UNSIGNED_INT_IMAGE_3D,
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UIMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER,
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AtomicCounter = GL_UNSIGNED_INT_ATOMIC_COUNTER,
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};
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enum component_ : GLenum {
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ZERO = GL_ZERO,
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ONE = GL_ONE,
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R = GL_RED,
|
||||
G = GL_GREEN,
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B = GL_BLUE,
|
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A = GL_ALPHA,
|
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RGB = GL_RGB,
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BGR = GL_BGR,
|
||||
RGBA = GL_RGBA,
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||||
BGRA = GL_BGRA,
|
||||
RI = GL_RED_INTEGER,
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||||
GI = GL_GREEN_INTEGER,
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||||
BI = GL_BLUE_INTEGER,
|
||||
AI = GL_ALPHA_INTEGER,
|
||||
RGBI = GL_RGB_INTEGER,
|
||||
BGRI = GL_BGR_INTEGER,
|
||||
RGBAI = GL_RGBA_INTEGER,
|
||||
BGRAI = GL_BGRA_INTEGER,
|
||||
STENCIL = GL_STENCIL_INDEX,
|
||||
DEPTH = GL_DEPTH_COMPONENT,
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DEPTH_STENCIL = GL_DEPTH_STENCIL,
|
||||
};
|
||||
|
||||
enum format_ : GLenum {
|
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R8 = GL_R8,
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R8_SNORM = GL_R8_SNORM,
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||||
R16 = GL_R16,
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R16_SNORM = GL_R16_SNORM,
|
||||
|
||||
RG8 = GL_RG8,
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RG8_SNORM = GL_RG8_SNORM,
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||||
RG16 = GL_RG16,
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RG16_SNORM = GL_RG16_SNORM,
|
||||
|
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RGB332 = GL_R3_G3_B2,
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||||
RGB4 = GL_RGB4,
|
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RGB5 = GL_RGB5,
|
||||
RGB8 = GL_RGB8,
|
||||
RGB8_SNORM = GL_RGB8_SNORM,
|
||||
RGB10 = GL_RGB10,
|
||||
RGB12 = GL_RGB12,
|
||||
RGB16 = GL_RGB16,
|
||||
RGB16_SNORM = GL_RGB16_SNORM,
|
||||
|
||||
RGBA2 = GL_RGBA2,
|
||||
RGBA4 = GL_RGBA4,
|
||||
RGB5_A1 = GL_RGB5_A1,
|
||||
RGBA8 = GL_RGBA8,
|
||||
RGBA8_SNORM = GL_RGBA8_SNORM,
|
||||
RGB10_A2 = GL_RGB10_A2,
|
||||
RGB10_A2UI = GL_RGB10_A2UI,
|
||||
RGBA12 = GL_RGBA12,
|
||||
RGBA16 = GL_RGBA16,
|
||||
|
||||
SRGB8 = GL_SRGB8,
|
||||
SRGBA8 = GL_SRGB8_ALPHA8,
|
||||
|
||||
R16F = GL_R16F,
|
||||
RG16F = GL_RG16F,
|
||||
RGB16F = GL_RGB16F,
|
||||
RGBA16F = GL_RGBA16F,
|
||||
|
||||
R32F = GL_R32F,
|
||||
RG32F = GL_RG32F,
|
||||
RGB32F = GL_RGB32F,
|
||||
RGBA32F = GL_RGBA32F,
|
||||
|
||||
R16I = GL_R16I,
|
||||
RG16I = GL_RG16I,
|
||||
RGB16I = GL_RGB16I,
|
||||
RGBA16I = GL_RGBA16I,
|
||||
|
||||
R32UI = GL_R32UI,
|
||||
RG32UI = GL_RG32UI,
|
||||
RGB32UI = GL_RGB32UI,
|
||||
RGBA32UI = GL_RGBA32UI,
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // FENNEC_RENDERERS_OPENGL_LIB_ENUM_H
|
||||
25
include/fennec/renderers/opengl/lib/fwd.h
Normal file
25
include/fennec/renderers/opengl/lib/fwd.h
Normal file
@@ -0,0 +1,25 @@
|
||||
// =====================================================================================================================
|
||||
// fennec, a free and open source game engine
|
||||
// Copyright © 2025 Medusa Slockbower
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
// =====================================================================================================================
|
||||
|
||||
#ifndef FENNEC_RENDERERS_OPENGL_LIB_FWD_H
|
||||
#define FENNEC_RENDERERS_OPENGL_LIB_FWD_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <GL/gl.h>
|
||||
|
||||
#endif // FENNEC_RENDERERS_OPENGL_LIB_FWD_H
|
||||
@@ -23,12 +23,14 @@
|
||||
*
|
||||
* Requires the following:
|
||||
* OpenGL 4.6 OR
|
||||
* - ARB_shader_draw_parameters
|
||||
* - ARB_multi_draw_indirect
|
||||
* - EXT_texture_array
|
||||
* - ARB_buffer_storage
|
||||
* - ARB_compute_shader
|
||||
* - ARB_multi_draw_indirect
|
||||
* - ARB_shader_draw_parameters
|
||||
* - ARB_shader_image_load_store
|
||||
* - ARB_texture_cube_map_array
|
||||
* - ARB_texture_storage
|
||||
* - EXT_texture_array
|
||||
*
|
||||
* This will support >91.31% of devices on Steam, including all Desktop GPUs and iGPUs since 2012
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user