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Added IOS/OSX defines to shaderc.
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42271092a0
commit
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2 changed files with 30 additions and 3 deletions
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@ -16,6 +16,19 @@
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# include <GL/gl.h>
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# include <GL/glx.h>
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# undef GL_PROTOTYPES
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# elif BX_PLATFORM_OSX
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# define GL_PROTOTYPES
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# define GL_GLEXT_LEGACY
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# define GL_VERSION_1_2
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# define GL_VERSION_1_3
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# define GL_VERSION_1_5
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# define GL_VERSION_2_0
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# include <OpenGL/gl.h>
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# undef GL_VERSION_2_0
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# undef GL_VERSION_1_5
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# undef GL_VERSION_1_3
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# undef GL_VERSION_1_2
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# undef GL_PROTOTYPES
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# else
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# include <GL/gl.h>
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# endif // BX_PLATFORM_
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@ -678,10 +678,12 @@ int main(int _argc, const char* _argv[])
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Preprocessor preprocessor(filePath);
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preprocessor.setDefaultDefine("BX_PLATFORM_ANDROID");
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preprocessor.setDefaultDefine("BX_PLATFORM_IOS");
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preprocessor.setDefaultDefine("BX_PLATFORM_LINUX");
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preprocessor.setDefaultDefine("BX_PLATFORM_NACL");
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preprocessor.setDefaultDefine("BX_PLATFORM_OSX");
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preprocessor.setDefaultDefine("BX_PLATFORM_WINDOWS");
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preprocessor.setDefaultDefine("BX_PLATFORM_XBOX360");
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preprocessor.setDefaultDefine("BX_PLATFORM_LINUX");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_GLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_HLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_FRAGMENT");
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@ -695,15 +697,27 @@ int main(int _argc, const char* _argv[])
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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glsl = true;
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}
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else if (0 == _stricmp(platform, "ios") )
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{
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preprocessor.setDefine("BX_PLATFORM_IOS=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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glsl = true;
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}
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else if (0 == _stricmp(platform, "linux") )
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{
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preprocessor.setDefine("BX_PLATFORM_IOS=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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glsl = true;
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}
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else if (0 == _stricmp(platform, "nacl") )
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{
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preprocessor.setDefine("BX_PLATFORM_NACL=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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glsl = true;
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}
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else if (0 == _stricmp(platform, "linux"))
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else if (0 == _stricmp(platform, "osx") )
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{
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preprocessor.setDefine("BX_PLATFORM_LINUX=1");
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preprocessor.setDefine("BX_PLATFORM_OSX=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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glsl = true;
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}
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