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b9da575)
NVIDIA requires this for the layout qualifier, and it's probably right.
Note that this required moving the unit tests to a core context,
due to Mesa's demands.
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- // You can uncomment this if you want to try a core context.
- // For Mesa, you can get the same effect by doing
- //
- // export MESA_GL_VERSION_OVERRIDE=3.1FC
- //
- // before running tests.
-// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
-// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
-// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ // Use a core context, because Mesa only allows certain OpenGL versions in core.
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// See also init.cpp for how to enable debugging.
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
// See also init.cpp for how to enable debugging.
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_image_load_store : enable
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_image_load_store : enable