Merge pull request #6534 from deathbeam/switch-to-core-gpu
Switch to core profile in GPU plugin
This commit is contained in:
@@ -228,7 +228,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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GLProfile.initSingleton();
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GLProfile.initSingleton();
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GLProfile glProfile = GLProfile.get(GLProfile.GL4bc);
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GLProfile glProfile = GLProfile.get(GLProfile.GL4);
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GLCapabilities glCaps = new GLCapabilities(glProfile);
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GLCapabilities glCaps = new GLCapabilities(glProfile);
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AWTGraphicsConfiguration config = AWTGraphicsConfiguration.create(canvas.getGraphicsConfiguration(), glCaps, glCaps);
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AWTGraphicsConfiguration config = AWTGraphicsConfiguration.create(canvas.getGraphicsConfiguration(), glCaps, glCaps);
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@@ -890,7 +890,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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// Texture on UI
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// Texture on UI
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gl.glBindVertexArray(vaoUiHandle);
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gl.glBindVertexArray(vaoUiHandle);
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gl.glDrawArrays(gl.GL_QUADS, 0, 4);
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gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4);
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// Reset
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// Reset
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
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@@ -22,7 +22,7 @@
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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#version 400
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#version 330
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uniform sampler2DArray textures;
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uniform sampler2DArray textures;
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uniform vec2 textureOffsets[64];
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uniform vec2 textureOffsets[64];
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@@ -23,7 +23,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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#version 400
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#version 330
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#define PI 3.1415926535897932384626433832795f
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#define PI 3.1415926535897932384626433832795f
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#define UNIT PI / 1024.0f
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#define UNIT PI / 1024.0f
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@@ -23,7 +23,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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#version 400
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#version 330
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layout (location = 0) in ivec4 VertexPosition;
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layout (location = 0) in ivec4 VertexPosition;
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layout (location = 1) in vec4 uv;
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layout (location = 1) in vec4 uv;
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