also set some constants for SSBOs.
With that it can compile the shader from:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18
Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
*/
ctx->Const.GLSLVersion = options->glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
*/
ctx->Const.GLSLVersion = options->glsl_version;
ctx->Extensions.ARB_ES3_compatibility = true;
+ ctx->Extensions.ARB_ES3_1_compatibility = true;
+ ctx->Extensions.ARB_ES3_2_compatibility = true;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
ctx->Const.MaxUniformBufferBindings = 84;
ctx->Const.MaxVertexStreams = 4;
ctx->Const.MaxTransformFeedbackBuffers = 4;
ctx->Const.MaxUniformBufferBindings = 84;
ctx->Const.MaxVertexStreams = 4;
ctx->Const.MaxTransformFeedbackBuffers = 4;
+ ctx->Const.MaxShaderStorageBufferBindings = 4;
+ ctx->Const.MaxShaderStorageBlockSize = 4096;
+ ctx->Const.MaxAtomicBufferBindings = 4;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;