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@ -1916,8 +1916,10 @@ void rlLoadExtensions(void *loader) |
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RLGL.ExtSupported.maxDepthBits = 32; |
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RLGL.ExtSupported.texAnisoFilter = true; |
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RLGL.ExtSupported.texMirrorClamp = true; |
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#if defined(GRAPHICS_API_OPENGL_43) |
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if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true; |
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if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; |
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if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; |
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#endif |
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#if !defined(__APPLE__) |
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// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans |
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if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT |
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@ -3528,7 +3530,9 @@ unsigned int rlCompileShader(const char *shaderCode, int type) |
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; |
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; |
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//case GL_GEOMETRY_SHADER: |
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#if defined(GRAPHICS_API_OPENGL_43) |
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; |
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#endif |
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default: break; |
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} |
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@ -3551,7 +3555,9 @@ unsigned int rlCompileShader(const char *shaderCode, int type) |
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; |
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; |
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//case GL_GEOMETRY_SHADER: |
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#if defined(GRAPHICS_API_OPENGL_43) |
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; |
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#endif |
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default: break; |
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} |
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} |
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