Merge pull request #1322 from MeFisto94/fix-mesa-invalid-enum-ssbo
Fixes SSBO causing GL_INVALID_ENUM in Debug Mode
This commit is contained in:
commit
989b2a66cf
@ -503,26 +503,6 @@ public final class GLRenderer implements Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
if (hasExtension("GL_ARB_shader_storage_buffer_object")) {
|
||||
caps.add(Caps.ShaderStorageBufferObject);
|
||||
limits.put(Limits.ShaderStorageBufferObjectMaxBlockSize, getInteger(GL4.GL_MAX_SHADER_STORAGE_BLOCK_SIZE));
|
||||
limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_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.ShaderStorageBufferObjectMaxVertexBlocks, getInteger(GL4.GL_MAX_VERTEX_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.ShaderStorageBufferObjectMaxCombineBlocks, getInteger(GL4.GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS));
|
||||
}
|
||||
|
||||
if (hasExtension("GL_ARB_uniform_buffer_object")) {
|
||||
caps.add(Caps.UniformBufferObject);
|
||||
limits.put(Limits.UniformBufferObjectMaxBlockSize, getInteger(GL3.GL_MAX_UNIFORM_BLOCK_SIZE));
|
||||
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.UniformBufferObjectMaxVertexBlocks, getInteger(GL3.GL_MAX_VERTEX_UNIFORM_BLOCKS));
|
||||
}
|
||||
|
||||
if (hasExtension("GL_OES_geometry_shader") || hasExtension("GL_EXT_geometry_shader")) {
|
||||
caps.add(Caps.GeometryShader);
|
||||
}
|
||||
@ -530,6 +510,35 @@ public final class GLRenderer implements Renderer {
|
||||
if (hasExtension("GL_OES_tessellation_shader") || hasExtension("GL_EXT_tessellation_shader")) {
|
||||
caps.add(Caps.TesselationShader);
|
||||
}
|
||||
|
||||
if (hasExtension("GL_ARB_shader_storage_buffer_object")) {
|
||||
caps.add(Caps.ShaderStorageBufferObject);
|
||||
limits.put(Limits.ShaderStorageBufferObjectMaxBlockSize, getInteger(GL4.GL_MAX_SHADER_STORAGE_BLOCK_SIZE));
|
||||
// Commented out until we support ComputeShaders and the ComputeShader Cap
|
||||
// limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
|
||||
if (caps.contains(Caps.GeometryShader)) {
|
||||
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.ShaderStorageBufferObjectMaxVertexBlocks, getInteger(GL4.GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS));
|
||||
if (caps.contains(Caps.TesselationShader)) {
|
||||
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.ShaderStorageBufferObjectMaxCombineBlocks, getInteger(GL4.GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS));
|
||||
}
|
||||
|
||||
if (hasExtension("GL_ARB_uniform_buffer_object")) {
|
||||
caps.add(Caps.UniformBufferObject);
|
||||
limits.put(Limits.UniformBufferObjectMaxBlockSize, getInteger(GL3.GL_MAX_UNIFORM_BLOCK_SIZE));
|
||||
if (caps.contains(Caps.GeometryShader)) {
|
||||
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.UniformBufferObjectMaxVertexBlocks, getInteger(GL3.GL_MAX_VERTEX_UNIFORM_BLOCKS));
|
||||
}
|
||||
|
||||
|
||||
|
||||
if(caps.contains(Caps.OpenGL20)){
|
||||
caps.add(Caps.UnpackRowLength);
|
||||
|
Loading…
x
Reference in New Issue
Block a user