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Fix SDL2 with GLES2 compilation ()

This commit is contained in:
Manuel Alfayate Corchete 2020-02-01 20:27:47 +01:00 committed by GitHub
parent 06e271d2c8
commit 576a7cda0d
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@ -66,7 +66,6 @@
#include <SDL2/SDL.h>
#if defined(_GAPI_GLES)
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengles2.h>
#include <SDL2/SDL_opengles2_gl2ext.h>
@ -94,6 +93,8 @@
#define GL_TEXTURE_WRAP_R 0
#define GL_DEPTH_STENCIL GL_DEPTH_STENCIL_OES
#define GL_UNSIGNED_INT_24_8 GL_UNSIGNED_INT_24_8_OES
//We need this on GLES2, too.
#define GL_TEXTURE_MAX_LEVEL GL_TEXTURE_MAX_LEVEL_APPLE
#define glTexImage3D(...) 0
#ifndef GL_TEXTURE_3D // WUUUUUT!?
@ -108,7 +109,6 @@
#define glGetProgramBinary(...)
#define glProgramBinary(...)
#else
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_opengl_glext.h>
#endif
@ -1483,7 +1483,9 @@ namespace GAPI {
if (count) {
#ifdef _OS_ANDROID
glInvalidateFramebuffer(GL_FRAMEBUFFER, count, discard);
#else
#elif !defined(__SDL2__)
/* SDL2 typically uses MESA which does not have glDiscardFramebufferEXT() implemented
for some drivers, like Gallium VC4. */
glDiscardFramebufferEXT(GL_FRAMEBUFFER, count, discard);
#endif
}