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Cleaned up some details with the buffer reset change. iPhoneOS no longer forces define of buffer reset, but it is now defined by default if no other one is.

+7 -7
-3
src/renderer_GLES_2.c
··· 18 18 #define SDL_GPU_GLSL_VERSION 100 19 19 20 20 #define SDL_GPU_USE_BUFFER_PIPELINE 21 - #ifdef __IPHONEOS__ 22 - #define SDL_GPU_USE_BUFFER_RESET 23 - #endif 24 21 #define SDL_GPU_SKIP_ENABLE_TEXTURE_2D 25 22 #define SDL_GPU_ASSUME_SHADERS 26 23 #define SDL_GPU_DISABLE_TEXTURE_GETS
-3
src/renderer_GLES_3.c
··· 18 18 #define SDL_GPU_GLSL_VERSION 300 19 19 20 20 #define SDL_GPU_USE_BUFFER_PIPELINE 21 - #ifdef __IPHONEOS__ 22 - #define SDL_GPU_USE_BUFFER_RESET 23 - #endif 24 21 #define SDL_GPU_SKIP_ENABLE_TEXTURE_2D 25 22 #define SDL_GPU_ASSUME_SHADERS 26 23 // TODO: Make this dynamic because GLES 3.1 supports it
+7 -1
src/renderer_GL_common.inl
··· 67 67 int gpu_strcasecmp(const char* s1, const char* s2); 68 68 69 69 70 + // Default to buffer reset VBO upload method 71 + #if defined(SDL_GPU_USE_BUFFER_PIPELINE) && !defined(SDL_GPU_USE_BUFFER_RESET) && !defined(SDL_GPU_USE_BUFFER_MAPPING) && !defined(SDL_GPU_USE_BUFFER_UPDATE) 72 + #define SDL_GPU_USE_BUFFER_RESET 73 + #endif 74 + 75 + 70 76 // Forces a flush when vertex limit is reached (roughly 1000 sprites) 71 77 #define GPU_BLIT_BUFFER_VERTICES_PER_SPRITE 4 72 78 #define GPU_BLIT_BUFFER_INIT_MAX_NUM_VERTICES (GPU_BLIT_BUFFER_VERTICES_PER_SPRITE*1000) ··· 4475 4481 if(indices != NULL) 4476 4482 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, bytes_indices, indices); 4477 4483 #else 4478 - #error SDL_gpu's VBO upload needs to choose SDL_GPU_USE_BUFFER_RESET, SDL_GPU_USE_BUFFER_MAPPING, or SDL_GPU_USE_BUFFER_UPDATE and none is defined! 4484 + #error "SDL_gpu's VBO upload needs to choose SDL_GPU_USE_BUFFER_RESET, SDL_GPU_USE_BUFFER_MAPPING, or SDL_GPU_USE_BUFFER_UPDATE and none is defined!" 4479 4485 #endif 4480 4486 #endif 4481 4487 }