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Removed abstract "tier" implementation concept. Instead, we've been migrating to more granular per-functionality defines.

+2 -10
-1
src/renderer_GLES_1.c
··· 12 12 13 13 // Most of the code pulled in from here... 14 14 #define SDL_GPU_USE_GLES 15 - #define SDL_GPU_GL_TIER 2 16 15 #define SDL_GPU_GLES_MAJOR_VERSION 1 17 16 18 17 #define SDL_GPU_USE_ARRAY_PIPELINE
-1
src/renderer_GLES_2.c
··· 13 13 14 14 // Most of the code pulled in from here... 15 15 #define SDL_GPU_USE_GLES 16 - #define SDL_GPU_GL_TIER 3 17 16 #define SDL_GPU_GLES_MAJOR_VERSION 2 18 17 #define SDL_GPU_GLSL_VERSION 100 19 18
-1
src/renderer_GLES_3.c
··· 16 16 17 17 // Most of the code pulled in from here... 18 18 #define SDL_GPU_USE_GLES 19 - #define SDL_GPU_GL_TIER 3 20 19 #define SDL_GPU_GLES_MAJOR_VERSION 3 21 20 #define SDL_GPU_GLSL_VERSION 300 22 21
+2 -2
src/renderer_GL_common.inl
··· 1663 1663 glViewport(0.0f, 0.0f, target->viewport.w, target->viewport.h); 1664 1664 1665 1665 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 1666 - #if SDL_GPU_GL_TIER < 3 1666 + #if defined(SDL_GPU_USE_FIXED_FUNCTION_PIPELINE) || defined(SDL_GPU_USE_ARRAY_PIPELINE) 1667 1667 glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 1668 1668 #endif 1669 1669 ··· 2238 2238 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 2239 2239 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 2240 2240 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 2241 - #if defined(SDL_GPU_USE_GLES) && (SDL_GPU_GLES_TIER == 1) 2241 + #if defined(SDL_GPU_USE_GLES) && (SDL_GPU_GLES_MAJOR_VERSION == 1) 2242 2242 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 2243 2243 2244 2244 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
-1
src/renderer_OpenGL_1.c
··· 15 15 #define SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 16 16 #define SDL_GPU_USE_BUFFER_PIPELINE 17 17 #define SDL_GPU_USE_BUFFER_PIPELINE_FALLBACK 18 - #define SDL_GPU_GL_TIER 1 19 18 #define SDL_GPU_GLSL_VERSION 110 20 19 #define SDL_GPU_GL_MAJOR_VERSION 1 21 20 #define SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK
-1
src/renderer_OpenGL_1_BASE.c
··· 15 15 #define SDL_GPU_DISABLE_SHADERS 16 16 #define SDL_GPU_DISABLE_RENDER_TO_TEXTURE 17 17 #define SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 18 - #define SDL_GPU_GL_TIER 1 19 18 #define SDL_GPU_GL_MAJOR_VERSION 1 20 19 #define SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK 21 20 #define SDL_GPU_NO_VAO
-1
src/renderer_OpenGL_2.c
··· 14 14 #define SDL_GPU_USE_OPENGL 15 15 #define SDL_GPU_USE_BUFFER_PIPELINE 16 16 #define SDL_GPU_ASSUME_SHADERS 17 - #define SDL_GPU_GL_TIER 3 18 17 #define SDL_GPU_GLSL_VERSION 120 19 18 #define SDL_GPU_GL_MAJOR_VERSION 2 20 19 #define SDL_GPU_NO_VAO
-1
src/renderer_OpenGL_3.c
··· 18 18 #define SDL_GPU_ASSUME_SHADERS 19 19 #define SDL_GPU_SKIP_ENABLE_TEXTURE_2D 20 20 #define SDL_GPU_SKIP_LINE_WIDTH 21 - #define SDL_GPU_GL_TIER 3 22 21 #define SDL_GPU_GLSL_VERSION 130 23 22 #define SDL_GPU_GLSL_VERSION_CORE 150 24 23 #define SDL_GPU_GL_MAJOR_VERSION 3
-1
src/renderer_OpenGL_4.c
··· 18 18 #define SDL_GPU_ASSUME_SHADERS 19 19 #define SDL_GPU_SKIP_ENABLE_TEXTURE_2D 20 20 #define SDL_GPU_SKIP_LINE_WIDTH 21 - #define SDL_GPU_GL_TIER 3 22 21 #define SDL_GPU_GLSL_VERSION 150 23 22 #define SDL_GPU_GL_MAJOR_VERSION 4 24 23