forked from Mirrors/openclonk
GL: Identifiers starting with GL_ are reserved for the implementation
Some compilers are less strict about this than others, unfortunately. The Gallium one complains with preprocessor error: Macro names starting with "GL_" are reserved.
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a029737811
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20577f8575
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@ -11,7 +11,7 @@ uniform vec2 resolution;
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// Use sampler if the GPU doesn't support enough uniforms to
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// get the matMap as an array
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#if GL_MAX_FRAGMENT_UNIFORM_COMPONENTS < 259
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#if MAX_FRAGMENT_UNIFORM_COMPONENTS < 259
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#define BROKEN_ARRAYS_WORKAROUND
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#endif
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@ -550,9 +550,9 @@ GLhandleARB C4LandscapeRenderGL::CreateShader(GLenum iShaderType, const char *sz
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// Get number of available uniforms from driver
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GLint max_uniforms = 0;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &max_uniforms);
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Version.AppendFormat("#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS %d\n", max_uniforms);
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Version.AppendFormat("#define MAX_FRAGMENT_UNIFORM_COMPONENTS %d\n", max_uniforms);
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &max_uniforms);
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Version.AppendFormat("#define GL_MAX_VERTEX_UNIFORM_COMPONENTS %d\n", max_uniforms);
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Version.AppendFormat("#define MAX_VERTEX_UNIFORM_COMPONENTS %d\n", max_uniforms);
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// Build code
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const char *szCodes[C4LR_ShaderWorkaroundCount + 2];
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