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authorEgor Yusov <egor.yusov@gmail.com>2018-04-15 04:57:19 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-04-15 04:57:19 +0000
commitbf9177a31943fd4637778317c8d4f06ec9df39c3 (patch)
tree1d1b9531babca5ab2545f039f0a6a5a08735cf10 /Graphics/GraphicsEngineOpenGL
parentAdded GLSL to SPIRV shader compilation (diff)
downloadDiligentCore-bf9177a31943fd4637778317c8d4f06ec9df39c3.tar.gz
DiligentCore-bf9177a31943fd4637778317c8d4f06ec9df39c3.zip
Added vulkan shader module creation
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
-rw-r--r--Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp b/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp
index e3a0478a..4f4d4d42 100644
--- a/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp
+++ b/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp
@@ -38,7 +38,7 @@ ShaderGLImpl::ShaderGLImpl(IReferenceCounters *pRefCounters, RenderDeviceGLImpl
m_GlProgObj(false),
m_GLShaderObj( false, GLObjectWrappers::GLShaderObjCreateReleaseHelper( GetGLShaderType( m_Desc.ShaderType ) ) )
{
- auto GLSLSource = BuildGLSLSourceString(CreationAttribs);
+ auto GLSLSource = BuildGLSLSourceString(CreationAttribs, TargetGLSLCompiler::driver);
// Note: there is a simpler way to create the program:
//m_uiShaderSeparateProg = glCreateShaderProgramv(GL_VERTEX_SHADER, _countof(ShaderStrings), ShaderStrings);