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@ -252,7 +252,7 @@ Int Shader::maxAtomicCounterBuffers(const Type type) {
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GLint& value = Context::current()->state().shader->maxAtomicCounterBuffers[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS, |
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GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, |
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GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS, |
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@ -287,7 +287,7 @@ Int Shader::maxAtomicCounters(const Type type) {
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GLint& value = Context::current()->state().shader->maxAtomicCounters[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_ATOMIC_COUNTERS, |
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GL_MAX_FRAGMENT_ATOMIC_COUNTERS, |
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GL_MAX_GEOMETRY_ATOMIC_COUNTERS, |
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@ -322,7 +322,7 @@ Int Shader::maxImageUniforms(const Type type) {
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GLint& value = Context::current()->state().shader->maxImageUniforms[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_IMAGE_UNIFORMS, |
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GL_MAX_FRAGMENT_IMAGE_UNIFORMS, |
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GL_MAX_GEOMETRY_IMAGE_UNIFORMS, |
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@ -357,7 +357,7 @@ Int Shader::maxShaderStorageBlocks(const Type type) {
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GLint& value = Context::current()->state().shader->maxShaderStorageBlocks[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, |
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GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, |
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GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, |
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@ -393,7 +393,7 @@ Int Shader::maxTextureImageUnits(const Type type) {
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GLint& value = Context::current()->state().shader->maxTextureImageUnits[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, |
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GL_MAX_TEXTURE_IMAGE_UNITS, |
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#ifndef MAGNUM_TARGET_GLES |
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@ -432,7 +432,7 @@ Int Shader::maxUniformBlocks(const Type type) {
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GLint& value = Context::current()->state().shader->maxUniformBlocks[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_UNIFORM_BLOCKS, |
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GL_MAX_FRAGMENT_UNIFORM_BLOCKS, |
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#ifndef MAGNUM_TARGET_GLES |
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@ -474,7 +474,7 @@ Int Shader::maxUniformComponents(const Type type) {
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/* Get the value, if not already cached */ |
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#ifndef MAGNUM_TARGET_GLES2 |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_UNIFORM_COMPONENTS, |
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GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, |
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#ifndef MAGNUM_TARGET_GLES |
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@ -488,7 +488,7 @@ Int Shader::maxUniformComponents(const Type type) {
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glGetIntegerv(what[index], &value); |
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#else |
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/* For ES2 we need to multiply _VECTORS by 4 */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_VERTEX_UNIFORM_VECTORS, |
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GL_MAX_FRAGMENT_UNIFORM_VECTORS |
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}; |
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@ -515,7 +515,7 @@ Int Shader::maxCombinedUniformComponents(const Type type) {
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GLint& value = Context::current()->state().shader->maxCombinedUniformComponents[index]; |
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/* Get the value, if not already cached */ |
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constexpr static const GLenum what[] = { |
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constexpr static GLenum what[] = { |
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GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, |
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GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, |
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#ifndef MAGNUM_TARGET_GLES |
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