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windows build with msvc2022
[andemo]
/
src
/
sdr.c
diff --git
a/src/sdr.c
b/src/sdr.c
index
0152a6e
..
cc577df
100644
(file)
--- a/
src/sdr.c
+++ b/
src/sdr.c
@@
-13,6
+13,16
@@
#include "sdr.h"
#include "sdr.h"
+#ifndef GL_GEOMETRY_SHADER
+#define GL_GEOMETRY_SHADER 0x8dd9
+#endif
+#ifndef GL_TESS_EVALUATION_SHADER
+#define GL_TESS_EVALUATION_SHADER 0x8e87
+#endif
+#ifndef GL_TESS_CONTROL_SHADER
+#define GL_TESS_CONTROL_SHADER 0x8e88
+#endif
+
static const char *sdrtypestr(unsigned int sdrtype);
static int sdrtypeidx(unsigned int sdrtype);
static const char *sdrtypestr(unsigned int sdrtype);
static int sdrtypeidx(unsigned int sdrtype);
@@
-29,20
+39,12
@@
unsigned int create_pixel_shader(const char *src)
unsigned int create_tessctl_shader(const char *src)
{
unsigned int create_tessctl_shader(const char *src)
{
-#ifdef GL_TESS_CONTROL_SHADER
return create_shader(src, GL_TESS_CONTROL_SHADER);
return create_shader(src, GL_TESS_CONTROL_SHADER);
-#else
- return 0;
-#endif
}
unsigned int create_tesseval_shader(const char *src)
{
}
unsigned int create_tesseval_shader(const char *src)
{
-#ifdef GL_TESS_EVALUATION_SHADER
return create_shader(src, GL_TESS_EVALUATION_SHADER);
return create_shader(src, GL_TESS_EVALUATION_SHADER);
-#else
- return 0;
-#endif
}
unsigned int create_geometry_shader(const char *src)
}
unsigned int create_geometry_shader(const char *src)
@@
-121,20
+123,12
@@
unsigned int load_pixel_shader(const char *fname)
unsigned int load_tessctl_shader(const char *fname)
{
unsigned int load_tessctl_shader(const char *fname)
{
-#ifdef GL_TESS_CONTROL_SHADER
return load_shader(fname, GL_TESS_CONTROL_SHADER);
return load_shader(fname, GL_TESS_CONTROL_SHADER);
-#else
- return 0;
-#endif
}
unsigned int load_tesseval_shader(const char *fname)
{
}
unsigned int load_tesseval_shader(const char *fname)
{
-#ifdef GL_TESS_EVALUATION_SHADER
return load_shader(fname, GL_TESS_EVALUATION_SHADER);
return load_shader(fname, GL_TESS_EVALUATION_SHADER);
-#else
- return 0;
-#endif
}
unsigned int load_geometry_shader(const char *fname)
}
unsigned int load_geometry_shader(const char *fname)
@@
-523,19
+517,12
@@
static const char *sdrtypestr(unsigned int sdrtype)
return "vertex";
case GL_FRAGMENT_SHADER:
return "pixel";
return "vertex";
case GL_FRAGMENT_SHADER:
return "pixel";
-#ifdef GL_TESS_CONTROL_SHADER
case GL_TESS_CONTROL_SHADER:
return "tessellation control";
case GL_TESS_CONTROL_SHADER:
return "tessellation control";
-#endif
-#ifdef GL_TESS_EVALUATION_SHADER
case GL_TESS_EVALUATION_SHADER:
return "tessellation evaluation";
case GL_TESS_EVALUATION_SHADER:
return "tessellation evaluation";
-#endif
-#ifdef GL_GEOMETRY_SHADER
case GL_GEOMETRY_SHADER:
return "geometry";
case GL_GEOMETRY_SHADER:
return "geometry";
-#endif
-
default:
break;
}
default:
break;
}