UBO: Re-order the caps detection for a more clean code.
This commit is contained in:
parent
64797f9bff
commit
0115616652
@ -503,19 +503,25 @@ public final class GLRenderer implements Renderer {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (hasExtension("GL_OES_geometry_shader") || hasExtension("GL_EXT_geometry_shader")) {
|
||||||
|
caps.add(Caps.GeometryShader);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hasExtension("GL_OES_tessellation_shader") || hasExtension("GL_EXT_tessellation_shader")) {
|
||||||
|
caps.add(Caps.TesselationShader);
|
||||||
|
}
|
||||||
|
|
||||||
if (hasExtension("GL_ARB_shader_storage_buffer_object")) {
|
if (hasExtension("GL_ARB_shader_storage_buffer_object")) {
|
||||||
caps.add(Caps.ShaderStorageBufferObject);
|
caps.add(Caps.ShaderStorageBufferObject);
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxBlockSize, getInteger(GL4.GL_MAX_SHADER_STORAGE_BLOCK_SIZE));
|
limits.put(Limits.ShaderStorageBufferObjectMaxBlockSize, getInteger(GL4.GL_MAX_SHADER_STORAGE_BLOCK_SIZE));
|
||||||
if (hasExtension("GL_ARB_compute_shader" ) || caps.contains(Caps.OpenGL43)) {
|
// Commented out until we support ComputeShaders and the ComputeShader Cap
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
|
// limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
|
||||||
}
|
if (caps.contains(Caps.GeometryShader)) {
|
||||||
if (hasExtension("GL_ARB_geometry_shader_4") || caps.contains(Caps.OpenGL32)) {
|
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxGeometryBlocks, getInteger(GL4.GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS));
|
limits.put(Limits.ShaderStorageBufferObjectMaxGeometryBlocks, getInteger(GL4.GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS));
|
||||||
}
|
}
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxFragmentBlocks, getInteger(GL4.GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS));
|
limits.put(Limits.ShaderStorageBufferObjectMaxFragmentBlocks, getInteger(GL4.GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS));
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxVertexBlocks, getInteger(GL4.GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS));
|
limits.put(Limits.ShaderStorageBufferObjectMaxVertexBlocks, getInteger(GL4.GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS));
|
||||||
|
if (caps.contains(Caps.TesselationShader)) {
|
||||||
if (hasExtension("GL_ARB_tessellation_shader") || caps.contains(Caps.OpenGL40)) {
|
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxTessControlBlocks, getInteger(GL4.GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS));
|
limits.put(Limits.ShaderStorageBufferObjectMaxTessControlBlocks, getInteger(GL4.GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS));
|
||||||
limits.put(Limits.ShaderStorageBufferObjectMaxTessEvaluationBlocks, getInteger(GL4.GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS));
|
limits.put(Limits.ShaderStorageBufferObjectMaxTessEvaluationBlocks, getInteger(GL4.GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS));
|
||||||
}
|
}
|
||||||
@ -525,20 +531,14 @@ public final class GLRenderer implements Renderer {
|
|||||||
if (hasExtension("GL_ARB_uniform_buffer_object")) {
|
if (hasExtension("GL_ARB_uniform_buffer_object")) {
|
||||||
caps.add(Caps.UniformBufferObject);
|
caps.add(Caps.UniformBufferObject);
|
||||||
limits.put(Limits.UniformBufferObjectMaxBlockSize, getInteger(GL3.GL_MAX_UNIFORM_BLOCK_SIZE));
|
limits.put(Limits.UniformBufferObjectMaxBlockSize, getInteger(GL3.GL_MAX_UNIFORM_BLOCK_SIZE));
|
||||||
if (hasExtension("GL_ARB_geometry_shader_4") || caps.contains(Caps.OpenGL32)) {
|
if (caps.contains(Caps.GeometryShader)) {
|
||||||
limits.put(Limits.UniformBufferObjectMaxGeometryBlocks, getInteger(GL3.GL_MAX_GEOMETRY_UNIFORM_BLOCKS));
|
limits.put(Limits.UniformBufferObjectMaxGeometryBlocks, getInteger(GL3.GL_MAX_GEOMETRY_UNIFORM_BLOCKS));
|
||||||
}
|
}
|
||||||
limits.put(Limits.UniformBufferObjectMaxFragmentBlocks, getInteger(GL3.GL_MAX_FRAGMENT_UNIFORM_BLOCKS));
|
limits.put(Limits.UniformBufferObjectMaxFragmentBlocks, getInteger(GL3.GL_MAX_FRAGMENT_UNIFORM_BLOCKS));
|
||||||
limits.put(Limits.UniformBufferObjectMaxVertexBlocks, getInteger(GL3.GL_MAX_VERTEX_UNIFORM_BLOCKS));
|
limits.put(Limits.UniformBufferObjectMaxVertexBlocks, getInteger(GL3.GL_MAX_VERTEX_UNIFORM_BLOCKS));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (hasExtension("GL_OES_geometry_shader") || hasExtension("GL_EXT_geometry_shader")) {
|
|
||||||
caps.add(Caps.GeometryShader);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (hasExtension("GL_OES_tessellation_shader") || hasExtension("GL_EXT_tessellation_shader")) {
|
|
||||||
caps.add(Caps.TesselationShader);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(caps.contains(Caps.OpenGL20)){
|
if(caps.contains(Caps.OpenGL20)){
|
||||||
caps.add(Caps.UnpackRowLength);
|
caps.add(Caps.UnpackRowLength);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user