Merge pull request #1322 from MeFisto94/fix-mesa-invalid-enum-ssbo

Fixes SSBO causing GL_INVALID_ENUM in Debug Mode
master
MeFisto94 5 years ago committed by GitHub
commit 989b2a66cf
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  1. 31
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@ -503,33 +503,42 @@ 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));
limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS)); // Commented out until we support ComputeShaders and the ComputeShader Cap
limits.put(Limits.ShaderStorageBufferObjectMaxGeometryBlocks, getInteger(GL4.GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS)); // 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.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));
limits.put(Limits.ShaderStorageBufferObjectMaxTessControlBlocks, getInteger(GL4.GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS)); if (caps.contains(Caps.TesselationShader)) {
limits.put(Limits.ShaderStorageBufferObjectMaxTessEvaluationBlocks, getInteger(GL4.GL_MAX_TESS_EVALUATION_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)); limits.put(Limits.ShaderStorageBufferObjectMaxCombineBlocks, getInteger(GL4.GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS));
} }
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));
limits.put(Limits.UniformBufferObjectMaxGeometryBlocks, getInteger(GL3.GL_MAX_GEOMETRY_UNIFORM_BLOCKS)); 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.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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