prog->MediumInt.RangeMax = 24;
prog->MediumInt.Precision = 0;
prog->LowInt = prog->HighInt = prog->MediumInt;
+
+ prog->MaxUniformBlocks = 12;
+ prog->MaxCombinedUniformComponents = prog->MaxUniformComponents;
}
ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+ /** GL_ARB_uniform_buffer_object */
+ ctx->Const.MaxCombinedUniformBlocks = 36;
+ ctx->Const.MaxUniformBufferBindings = 36;
+ ctx->Const.MaxUniformBlockSize = 16384;
+ ctx->Const.UniformBufferOffsetAlignment = 1;
+
/* GL 3.2: hard-coded for now: */
ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
EXTRA_END
};
+static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
+ EXT(ARB_uniform_buffer_object),
+ EXT(ARB_geometry_shader4),
+ EXTRA_END
+};
+
EXTRA_EXT(ARB_ES2_compatibility);
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(ARB_texture_buffer_object);
EXTRA_EXT(OES_EGL_image_external);
EXTRA_EXT(ARB_blend_func_extended);
+EXTRA_EXT(ARB_uniform_buffer_object);
static const int
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
{ GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, CONTEXT_INT(Const.MaxDualSourceDrawBuffers), extra_ARB_blend_func_extended },
+ /* GL_ARB_uniform_buffer_object */
+ { GL_MAX_VERTEX_UNIFORM_BLOCKS, CONTEXT_INT(Const.VertexProgram.MaxUniformBlocks),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_FRAGMENT_UNIFORM_BLOCKS, CONTEXT_INT(Const.FragmentProgram.MaxUniformBlocks),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_GEOMETRY_UNIFORM_BLOCKS, CONTEXT_INT(Const.GeometryProgram.MaxUniformBlocks),
+ extra_ARB_uniform_buffer_object_and_geometry_shader },
+ { GL_MAX_COMBINED_UNIFORM_BLOCKS, CONTEXT_INT(Const.MaxCombinedUniformBlocks),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_UNIFORM_BLOCK_SIZE, CONTEXT_INT(Const.MaxUniformBlockSize),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_UNIFORM_BUFFER_BINDINGS, CONTEXT_INT(Const.MaxUniformBufferBindings),
+ extra_ARB_uniform_buffer_object },
+
+ { GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, CONTEXT_INT(Const.VertexProgram.MaxCombinedUniformComponents),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, CONTEXT_INT(Const.FragmentProgram.MaxCombinedUniformComponents),
+ extra_ARB_uniform_buffer_object },
+ { GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS, CONTEXT_INT(Const.GeometryProgram.MaxCombinedUniformComponents),
+ extra_ARB_uniform_buffer_object_and_geometry_shader },
+ { GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, CONTEXT_INT(Const.UniformBufferOffsetAlignment),
+ extra_ARB_uniform_buffer_object },
+
#endif /* FEATURE_GL */
};
/* ES 2.0 and GL_ARB_ES2_compatibility */
struct gl_precision LowFloat, MediumFloat, HighFloat;
struct gl_precision LowInt, MediumInt, HighInt;
+ /* GL_ARB_uniform_buffer_object */
+ GLuint MaxUniformBlocks;
+ GLuint MaxCombinedUniformComponents;
};
GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+ /** @{
+ * GL_ARB_uniform_buffer_object
+ */
+ GLuint MaxCombinedUniformBlocks;
+ GLuint MaxUniformBufferBindings;
+ GLuint MaxUniformBlockSize;
+ GLuint UniformBufferOffsetAlignment;
+ /** @} */
+
/** GL_ARB_geometry_shader4 */
GLuint MaxGeometryOutputVertices;
GLuint MaxGeometryTotalOutputComponents;