UBO: Re-order the caps detection for a more clean code.

v3.3
MeFisto94 5 years ago committed by Stephen Gold
parent 5100d0b995
commit 828ca9212a
  1. 26
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@ -502,19 +502,25 @@ 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));
} }
@ -524,20 +530,14 @@ 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);

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