Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/Private/ShaderFormatOpenGL.h
Mark Satterthwaite 553b3ab996 #ttp 332327 Don't require a GL context to cross compile GLSL shaders
#branch UE4
#project ShaderFormatOpenGL
#summary The OpenGL shader compiler doesn't need to compile the GLSL within an actual GL context.
#change Remove the bCompileMicrocode option from CompileShader_Windows_OGL.
#change Put the compilation with an actual GL context behind #if DEBUG_HLSLCC - it can be useful when debugging HLSLCC but isn't useful otherwise.
reviewedby nick.penwarden

[CL 2046740 by Mark Satterthwaite in Main branch]
2014-04-23 18:54:23 -04:00

17 lines
403 B
C

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
enum GLSLVersion
{
GLSL_150,
GLSL_430,
GLSL_ES2,
GLSL_ES2_WEBGL,
GLSL_150_ES2, // ES2 Emulation
GLSL_ES2_IOS,
GLSL_150_MAC, // Apple only
};
extern void CompileShader_Windows_OGL(const struct FShaderCompilerInput& Input,struct FShaderCompilerOutput& Output,const class FString& WorkingDirectory, GLSLVersion Version);