fixed 3d on Mali devices

This commit is contained in:
izzy2lost
2026-01-02 23:25:22 -05:00
parent ab686a16cc
commit dec13d8b65
5 changed files with 444 additions and 35 deletions
+6 -18
View File
@@ -205,9 +205,7 @@ void R3DFrameBuffers::SetFBO(Layer layer)
void R3DFrameBuffers::AllocShaderBase()
{
#ifdef __ANDROID__
const char *vertexShader = R"glsl(
#version 300 es
const char *vertexShader = R"glsl(#version 300 es
precision highp float;
in vec3 inVertex;
@@ -223,9 +221,7 @@ void R3DFrameBuffers::AllocShaderBase()
)glsl";
const char *fragmentShader = R"glsl(
#version 300 es
const char *fragmentShader = R"glsl(#version 300 es
precision mediump float;
uniform sampler2D tex1;
@@ -287,9 +283,7 @@ void R3DFrameBuffers::AllocShaderBase()
void R3DFrameBuffers::AllocShaderTrans()
{
#ifdef __ANDROID__
const char *vertexShader = R"glsl(
#version 300 es
const char *vertexShader = R"glsl(#version 300 es
precision highp float;
in vec3 inVertex;
@@ -305,9 +299,7 @@ void R3DFrameBuffers::AllocShaderTrans()
)glsl";
const char *fragmentShader = R"glsl(
#version 300 es
const char *fragmentShader = R"glsl(#version 300 es
precision mediump float;
uniform sampler2D tex1;
@@ -391,9 +383,7 @@ void R3DFrameBuffers::AllocShaderTrans()
void R3DFrameBuffers::AllocShaderWipe()
{
#ifdef __ANDROID__
const char *vertexShader = R"glsl(
#version 300 es
const char *vertexShader = R"glsl(#version 300 es
precision highp float;
in vec3 inVertex;
@@ -409,9 +399,7 @@ void R3DFrameBuffers::AllocShaderWipe()
)glsl";
const char *fragmentShader = R"glsl(
#version 300 es
const char *fragmentShader = R"glsl(#version 300 es
precision mediump float;
uniform sampler2D texColor;
+2 -6
View File
@@ -82,9 +82,7 @@ static bool CompileShaderProgram(GLuint* programOut, GLuint* vsOut, GLuint* fsOu
#endif
#ifdef __ANDROID__
static const char *vertexShaderFog = R"glsl(
#version 300 es
static const char *vertexShaderFog = R"glsl(#version 300 es
precision highp float;
uniform mat4 mvp;
@@ -97,9 +95,7 @@ void main(void)
)glsl";
static const char *fragmentShaderFog = R"glsl(
#version 300 es
static const char *fragmentShaderFog = R"glsl(#version 300 es
precision mediump float;
uniform float fogAttenuation;
+2 -6
View File
@@ -3,9 +3,7 @@
#ifdef __ANDROID__
// GLES 3.0 shaders (minimal path: textured vertex-colour with optional alpha discard).
static const char *vertexShaderR3D = R"glsl(
#version 300 es
static const char *vertexShaderR3D = R"glsl(#version 300 es
precision highp float;
precision highp int;
@@ -40,9 +38,7 @@ void main()
}
)glsl";
static const char *fragmentShaderR3D = R"glsl(
#version 300 es
static const char *fragmentShaderR3D = R"glsl(#version 300 es
precision mediump float;
precision mediump int;
@@ -24,14 +24,12 @@ void GlesStubRender3D::BeginFrame()
if (m_inited)
return;
static const char* vs = R"glsl(
#version 300 es
static const char* vs = R"glsl(#version 300 es
layout(location=0) in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
)glsl";
static const char* fs = R"glsl(
#version 300 es
static const char* fs = R"glsl(#version 300 es
precision mediump float;
out vec4 oColor;
void main() { oColor = vec4(0.15, 0.2, 0.45, 1.0); }
@@ -93,4 +91,3 @@ void GlesStubRender3D::RenderFrame()
glBindVertexArray(0);
glUseProgram(0);
}
+432
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