GLfloat x, y, tex[3];
};
struct glsl_sampler sampler;
+ const char *vs_source;
+ const char *fs_template;
- static const char *vs_source =
- "attribute vec2 position;\n"
- "attribute vec3 textureCoords;\n"
- "varying vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n";
- static const char *fs_template =
- "uniform %s texSampler;\n"
- "varying vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = %s(texSampler, %s);\n"
- "}\n";
-
static const char *vs_int_source =
"#version 130\n"
"in vec2 position;\n"
" out_color = texture(tex2d, texCoords.xy);\n"
"}\n";
char *fs_source;
+ const char *extension_mode;
GLuint vs, fs;
+ if (ctx->Const.GLSLVersion < 130) {
+ vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec3 textureCoords;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+ fs_template =
+ "#extension GL_EXT_texture_array : %s\n"
+ "uniform %s texSampler;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = %s(texSampler, %s);\n"
+ "}\n";
+ } else {
+ vs_source =
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in vec3 textureCoords;\n"
+ "out vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+ fs_template =
+ "#version 130\n"
+ "uniform %s texSampler;\n"
+ "in vec3 texCoords;\n"
+ "out %s out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(texSampler, %s);\n"
+ "}\n";
+ }
+
/* Check if already initialized */
if (mipmap->ArrayObj != 0)
return;
setup_texture_sampler(target, &sampler);
mem_ctx = ralloc_context(NULL);
- fs_source = ralloc_asprintf(mem_ctx, fs_template,
- sampler.type, sampler.func,
- sampler.texcoords);
+ if (ctx->Const.GLSLVersion < 130) {
+ extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
+ (target == GL_TEXTURE_2D_ARRAY)) ?
+ "require" : "disable";
+
+ fs_source = ralloc_asprintf(mem_ctx, fs_template,
+ extension_mode, sampler.type,
+ sampler.func, sampler.texcoords);
+ }
+ else {
+ fs_source = ralloc_asprintf(mem_ctx, fs_template,
+ sampler.type, "vec4",
+ sampler.texcoords);
+ }
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);