]> git.sesse.net Git - movit/blobdiff - init.cpp
Release Movit 1.3.0.
[movit] / init.cpp
index 5b8da897271e8cf6b282cf153759bb8666e47a53..55bddece75f74dc3a3a726a63e0cdd52baf454f7 100644 (file)
--- a/init.cpp
+++ b/init.cpp
@@ -79,9 +79,11 @@ void measure_texel_subpixel_precision()
 
        glViewport(0, 0, width, 1);
 
+       vector<string> frag_shader_outputs;
        GLuint glsl_program_num = resource_pool.compile_glsl_program(
                read_version_dependent_file("vs", "vert"),
-               read_version_dependent_file("texture1d", "frag"));
+               read_version_dependent_file("texture1d", "frag"),
+               frag_shader_outputs);
        glUseProgram(glsl_program_num);
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.
@@ -211,9 +213,11 @@ void measure_roundoff_problems()
 
        glViewport(0, 0, 512, 1);
 
+       vector<string> frag_shader_outputs;
        GLuint glsl_program_num = resource_pool.compile_glsl_program(
                read_version_dependent_file("vs", "vert"),
-               read_version_dependent_file("texture1d", "frag"));
+               read_version_dependent_file("texture1d", "frag"),
+               frag_shader_outputs);
        glUseProgram(glsl_program_num);
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.
@@ -435,7 +439,16 @@ bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
                                get_glsl_version());
                        return false;
                }
-               movit_shader_model = MOVIT_GLSL_130;
+               if (get_glsl_version() < 1.50f) {
+                       movit_shader_model = MOVIT_GLSL_130;
+               } else {
+                       // Note: All of our 1.50 shaders are identical to our 1.30 shaders,
+                       // but OS X does not support 1.30; only 1.10 (which we don't support
+                       // anymore) and 1.50 (and then only with core contexts). So we keep
+                       // a second set of shaders around whose only difference is the different
+                       // #version declaration.
+                       movit_shader_model = MOVIT_GLSL_150;
+               }
        } else {
                movit_shader_model = MOVIT_ESSL_300;
        }