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authorassiduous <assiduous@diligentgraphics.com>2020-05-11 00:05:19 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-05-11 00:05:19 +0000
commit242976bdb0efc39bdb127480d76d9838754fd4e8 (patch)
tree9c879dcf658681b6289115dd0b6ad696ccc279eb /Graphics/GraphicsEngine
parentGL backend: fixed GetTextureInternalFormat function to allow texture fromat q... (diff)
downloadDiligentCore-242976bdb0efc39bdb127480d76d9838754fd4e8.tar.gz
DiligentCore-242976bdb0efc39bdb127480d76d9838754fd4e8.zip
Added SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM (API Version 240059).
Diffstat (limited to 'Graphics/GraphicsEngine')
-rw-r--r--Graphics/GraphicsEngine/interface/APIInfo.h2
-rw-r--r--Graphics/GraphicsEngine/interface/Shader.h11
2 files changed, 11 insertions, 2 deletions
diff --git a/Graphics/GraphicsEngine/interface/APIInfo.h b/Graphics/GraphicsEngine/interface/APIInfo.h
index ef2ec283..fc177e9e 100644
--- a/Graphics/GraphicsEngine/interface/APIInfo.h
+++ b/Graphics/GraphicsEngine/interface/APIInfo.h
@@ -30,7 +30,7 @@
/// \file
/// Diligent API information
-#define DILIGENT_API_VERSION 240058
+#define DILIGENT_API_VERSION 240059
#include "../../../Primitives/interface/BasicTypes.h"
diff --git a/Graphics/GraphicsEngine/interface/Shader.h b/Graphics/GraphicsEngine/interface/Shader.h
index 20508a9d..8a10757f 100644
--- a/Graphics/GraphicsEngine/interface/Shader.h
+++ b/Graphics/GraphicsEngine/interface/Shader.h
@@ -65,7 +65,16 @@ DILIGENT_TYPED_ENUM(SHADER_SOURCE_LANGUAGE, Uint32)
SHADER_SOURCE_LANGUAGE_HLSL,
/// The source language is GLSL
- SHADER_SOURCE_LANGUAGE_GLSL
+ SHADER_SOURCE_LANGUAGE_GLSL,
+
+ /// The source language is GLSL which should be compiled verbatim
+
+ /// By default the engine prepends GLSL shader source code with platform-specific
+ /// definitions. For instance it adds appropriate #version directive (e.g. '#version 430 core' or
+ /// '#version 310 es') so that the same source will work on different versions of desktop OpenGL and OpenGLES.
+ /// When SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM is used, the source code will be compiled
+ /// as is. Note that shader macro definitions will be ignored in this case.
+ SHADER_SOURCE_LANGUAGE_GLSL_VERBATIM
};
/// Shader description