Removed the OpenGL ES 1.0 2D render implementation
In SDL3 we plan to make more use of shaders in the 2D render API, and this minimizes the number of platforms we have to consider for new features. OpenGL ES 2.0 or newer is supported on all modern iOS and Android devices.main
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@ -1293,7 +1293,6 @@ if(ANDROID)
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set(SDL_VIDEO_OPENGL_EGL 1)
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set(HAVE_OPENGLES TRUE)
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set(SDL_VIDEO_OPENGL_ES 1)
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set(SDL_VIDEO_RENDER_OGL_ES 1)
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set(SDL_VIDEO_OPENGL_ES2 1)
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set(SDL_VIDEO_RENDER_OGL_ES2 1)
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@ -2165,7 +2164,6 @@ elseif(APPLE)
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if(IOS OR TVOS)
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set(SDL_FRAMEWORK_OPENGLES 1)
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set(SDL_VIDEO_OPENGL_ES 1)
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set(SDL_VIDEO_RENDER_OGL_ES 1)
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else()
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set(SDL_VIDEO_OPENGL_EGL 1)
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endif()
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@ -2481,7 +2479,6 @@ elseif(VITA)
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set(SDL_VIDEO_OPENGL_EGL 1)
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set(HAVE_OPENGLES TRUE)
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set(SDL_VIDEO_OPENGL_ES 1)
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set(SDL_VIDEO_RENDER_OGL_ES 1)
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set(SDL_VIDEO_OPENGL_ES2 1)
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set(SDL_VIDEO_RENDER_OGL_ES2 1)
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@ -710,7 +710,6 @@ macro(CheckOpenGLES)
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if(HAVE_OPENGLES_V1)
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set(HAVE_OPENGLES TRUE)
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set(SDL_VIDEO_OPENGL_ES 1)
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set(SDL_VIDEO_RENDER_OGL_ES 1)
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endif()
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check_c_source_compiles("
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#include <GLES2/gl2.h>
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@ -435,7 +435,6 @@
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#cmakedefine SDL_VIDEO_RENDER_D3D11 @SDL_VIDEO_RENDER_D3D11@
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#cmakedefine SDL_VIDEO_RENDER_D3D12 @SDL_VIDEO_RENDER_D3D12@
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#cmakedefine SDL_VIDEO_RENDER_OGL @SDL_VIDEO_RENDER_OGL@
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#cmakedefine SDL_VIDEO_RENDER_OGL_ES @SDL_VIDEO_RENDER_OGL_ES@
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#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
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#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
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#cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
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@ -172,7 +172,6 @@
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#define SDL_VIDEO_OPENGL_ES 1
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#define SDL_VIDEO_OPENGL_ES2 1
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#define SDL_VIDEO_OPENGL_EGL 1
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#define SDL_VIDEO_RENDER_OGL_ES 1
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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/* Enable Vulkan support */
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@ -174,7 +174,6 @@
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#if !TARGET_OS_MACCATALYST
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#define SDL_VIDEO_OPENGL_ES2 1
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#define SDL_VIDEO_OPENGL_ES 1
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#define SDL_VIDEO_RENDER_OGL_ES 1
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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#endif
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@ -106,9 +106,6 @@ static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_OGL_ES2
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&GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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&GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_PS2 && !SDL_RENDER_DISABLED
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&PS2_RenderDriver,
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#endif
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@ -297,7 +297,6 @@ extern SDL_RenderDriver D3D11_RenderDriver;
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extern SDL_RenderDriver D3D12_RenderDriver;
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extern SDL_RenderDriver GL_RenderDriver;
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extern SDL_RenderDriver GLES2_RenderDriver;
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extern SDL_RenderDriver GLES_RenderDriver;
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extern SDL_RenderDriver METAL_RenderDriver;
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extern SDL_RenderDriver PS2_RenderDriver;
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extern SDL_RenderDriver PSP_RenderDriver;
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@ -1,62 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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SDL_PROC(void, glBindTexture, (GLenum, GLuint))
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SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
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SDL_PROC_OES(void, glBlendEquationOES, (GLenum))
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SDL_PROC_OES(void, glBlendEquationSeparateOES, (GLenum, GLenum))
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SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC(void, glClear, (GLbitfield))
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SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
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SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glColorPointer, (GLint, GLenum, GLsizei, const GLvoid *))
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SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
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SDL_PROC(void, glDisable, (GLenum))
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SDL_PROC(void, glDisableClientState, (GLenum array))
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SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
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SDL_PROC_OES(void, glDrawTexfOES, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glEnable, (GLenum))
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SDL_PROC(void, glEnableClientState, (GLenum))
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SDL_PROC(void, glFinish, (void))
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SDL_PROC_OES(void, glGenFramebuffersOES, (GLsizei, GLuint *))
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SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
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SDL_PROC(GLenum, glGetError, (void))
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SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
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SDL_PROC(void, glLoadIdentity, (void))
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SDL_PROC(void, glMatrixMode, (GLenum))
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SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *))
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SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat))
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *))
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SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
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SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
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SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint *))
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/* vi: set ts=4 sw=4 expandtab: */
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