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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