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@ -6823,7 +6823,7 @@ static void vrend_renderer_fill_caps_gles(uint32_t set, uint32_t version, |
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caps->v2.max_smooth_line_width = 0.0f; |
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caps->v2.max_smooth_line_width = 0.0f; |
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glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); |
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glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); |
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps->v2.max_vertex_attribs); |
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint*)&caps->v2.max_vertex_attribs); |
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glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); |
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glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); |
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caps->v2.max_vertex_outputs = max / 4; |
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caps->v2.max_vertex_outputs = max / 4; |
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@ -6839,10 +6839,10 @@ static void vrend_renderer_fill_caps_gles(uint32_t set, uint32_t version, |
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glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); |
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glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); |
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glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); |
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glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps->v2.uniform_buffer_offset_alignment); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment); |
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if (gles_ver >= 31) |
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if (gles_ver >= 31) |
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.shader_buffer_offset_alignment); |
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.shader_buffer_offset_alignment); |
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/* Not available on GLES */ |
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/* Not available on GLES */ |
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caps->v2.texture_buffer_offset_alignment = 0; |
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caps->v2.texture_buffer_offset_alignment = 0; |
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@ -7019,13 +7019,13 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version, |
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caps->v2.max_smooth_line_width = range[1]; |
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caps->v2.max_smooth_line_width = range[1]; |
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glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); |
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glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); |
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps->v2.max_vertex_attribs); |
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint*)&caps->v2.max_vertex_attribs); |
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glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); |
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glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); |
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caps->v2.max_vertex_outputs = max / 4; |
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caps->v2.max_vertex_outputs = max / 4; |
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if (gl_ver >= 32) { |
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if (gl_ver >= 32) { |
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glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &caps->v2.max_geom_output_vertices); |
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glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, (GLint*)&caps->v2.max_geom_output_vertices); |
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glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, &caps->v2.max_geom_total_output_components); |
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glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, (GLint*)&caps->v2.max_geom_total_output_components); |
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} |
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} |
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caps->v2.max_shader_patch_varyings = 0; // until we do tess.
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caps->v2.max_shader_patch_varyings = 0; // until we do tess.
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@ -7036,11 +7036,11 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version, |
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glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); |
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glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); |
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glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); |
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glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps->v2.uniform_buffer_offset_alignment); |
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment); |
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if (gl_ver >= 43) { |
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if (gl_ver >= 43) { |
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glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.texture_buffer_offset_alignment); |
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glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.texture_buffer_offset_alignment); |
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.shader_buffer_offset_alignment); |
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.shader_buffer_offset_alignment); |
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} |
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} |
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caps->v2.tgsi_invariant = 1; |
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caps->v2.tgsi_invariant = 1; |
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