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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Add special version of to_string for Android.
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@ -197,13 +197,13 @@ public:
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}
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else if (_glinfo.isGLESX) {
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std::stringstream ss;
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ss << "#version " << std::to_string(_glinfo.majorVersion) << std::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
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ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
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ss << "# define IN in" << std::endl << "# define OUT out" << std::endl;
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m_part = ss.str();
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}
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else {
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std::stringstream ss;
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ss << "#version " << std::to_string(_glinfo.majorVersion) << std::to_string(_glinfo.minorVersion) << "0 core " << std::endl;
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ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 core " << std::endl;
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ss << "# define IN in" << std::endl << "# define OUT out" << std::endl;
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m_part = ss.str();
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}
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@ -423,14 +423,14 @@ public:
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}
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else if (_glinfo.isGLESX) {
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std::stringstream ss;
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ss << "#version " << std::to_string(_glinfo.majorVersion) << std::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
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ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 es " << std::endl;
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ss << "# define IN in" << std::endl
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<< "# define OUT out" << std::endl
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<< "# define texture2D texture" << std::endl;
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m_part = ss.str();
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} else {
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std::stringstream ss;
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ss << "#version " << std::to_string(_glinfo.majorVersion) << std::to_string(_glinfo.minorVersion) << "0 core " << std::endl;
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ss << "#version " << Utils::to_string(_glinfo.majorVersion) << Utils::to_string(_glinfo.minorVersion) << "0 core " << std::endl;
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ss << "# define IN in" << std::endl
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<< "# define OUT out" << std::endl
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<< "# define texture2D texture" << std::endl;
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@ -1,5 +1,6 @@
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#pragma once
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#include <string>
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#include <sstream>
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#include <Graphics/OpenGLContext/GLFunctions.h>
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namespace glsl {
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@ -10,5 +11,17 @@ namespace glsl {
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static bool checkProgramLinkStatus(GLuint obj);
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static void logErrorShader(GLenum _shaderType, const std::string & _strShader);
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static GLuint createRectShaderProgram(const char * _strVertex, const char * _strFragment);
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template <typename T>
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static std::string to_string(T value)
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{
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#ifdef ANDROID
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std::ostringstream os ;
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os << value ;
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return os.str() ;
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#else
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return std::to_string(value);
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#endif
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}
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};
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}
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