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1#include "SDL_gpu_GLES_2.h" 2#include "SDL_gpu_RendererImpl.h" 3 4 5#if defined(SDL_GPU_DISABLE_GLES) || defined(SDL_GPU_DISABLE_GLES_2) 6 7// Dummy implementations 8GPU_Renderer* GPU_CreateRenderer_GLES_2(GPU_RendererID request) {return NULL;} 9void GPU_FreeRenderer_GLES_2(GPU_Renderer* renderer) {} 10 11#else 12 13 14// Most of the code pulled in from here... 15#define SDL_GPU_USE_GLES 16#define SDL_GPU_GL_TIER 3 17#define SDL_GPU_GLES_MAJOR_VERSION 2 18#define SDL_GPU_GLSL_VERSION 100 19 20#define SDL_GPU_USE_BUFFER_PIPELINE 21#ifdef __IPHONEOS__ 22 #define SDL_GPU_USE_BUFFER_RESET 23#endif 24#define SDL_GPU_SKIP_ENABLE_TEXTURE_2D 25#define SDL_GPU_ASSUME_SHADERS 26#define SDL_GPU_DISABLE_TEXTURE_GETS 27#define SDL_GPU_NO_VAO 28 29#include "renderer_GL_common.inl" 30#include "renderer_shapes_GL_common.inl" 31 32 33GPU_Renderer* GPU_CreateRenderer_GLES_2(GPU_RendererID request) 34{ 35 GPU_Renderer* renderer = (GPU_Renderer*)SDL_malloc(sizeof(GPU_Renderer)); 36 if(renderer == NULL) 37 return NULL; 38 39 memset(renderer, 0, sizeof(GPU_Renderer)); 40 41 renderer->id = request; 42 renderer->id.renderer = GPU_RENDERER_GLES_2; 43 renderer->shader_language = GPU_LANGUAGE_GLSLES; 44 renderer->min_shader_version = 100; 45 renderer->max_shader_version = SDL_GPU_GLSL_VERSION; 46 47 renderer->current_context_target = NULL; 48 49 renderer->impl = (GPU_RendererImpl*)SDL_malloc(sizeof(GPU_RendererImpl)); 50 memset(renderer->impl, 0, sizeof(GPU_RendererImpl)); 51 SET_COMMON_FUNCTIONS(renderer->impl); 52 53 return renderer; 54} 55 56void GPU_FreeRenderer_GLES_2(GPU_Renderer* renderer) 57{ 58 if(renderer == NULL) 59 return; 60 61 SDL_free(renderer); 62} 63 64 65#endif