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UBO: Re-order the caps detection for a more clean code.

MeFisto94 5 anni fa
parent
commit
0115616652

+ 13 - 13
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@@ -503,19 +503,25 @@ 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")) {
             caps.add(Caps.ShaderStorageBufferObject);
             limits.put(Limits.ShaderStorageBufferObjectMaxBlockSize, getInteger(GL4.GL_MAX_SHADER_STORAGE_BLOCK_SIZE));
-            if (hasExtension("GL_ARB_compute_shader" ) || caps.contains(Caps.OpenGL43)) {
-                limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
-            }
-            if (hasExtension("GL_ARB_geometry_shader_4") || caps.contains(Caps.OpenGL32)) {
+            // Commented out until we support ComputeShaders and the ComputeShader Cap
+            // 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.ShaderStorageBufferObjectMaxVertexBlocks, getInteger(GL4.GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS));
-
-            if (hasExtension("GL_ARB_tessellation_shader") || caps.contains(Caps.OpenGL40)) {
+            if (caps.contains(Caps.TesselationShader)) {
                 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));
             }
@@ -525,20 +531,14 @@ public final class GLRenderer implements Renderer {
         if (hasExtension("GL_ARB_uniform_buffer_object")) {
             caps.add(Caps.UniformBufferObject);
             limits.put(Limits.UniformBufferObjectMaxBlockSize, getInteger(GL3.GL_MAX_UNIFORM_BLOCK_SIZE));
-            if (hasExtension("GL_ARB_geometry_shader_4") || caps.contains(Caps.OpenGL32)) {
+            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.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)){
             caps.add(Caps.UnpackRowLength);