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- disable shader storage blocks if none get reported for vertex shaders.
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1 changed files with 6 additions and 1 deletions
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@ -238,7 +238,12 @@ void gl_LoadExtensions()
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// Intel's GLSL compiler is a bit broken with extensions, so unlock the feature only if not on Intel or having GL 4.3.
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// Intel's GLSL compiler is a bit broken with extensions, so unlock the feature only if not on Intel or having GL 4.3.
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if (strstr(gl.vendorstring, "Intel") == NULL || gl_version >= 4.3f)
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if (strstr(gl.vendorstring, "Intel") == NULL || gl_version >= 4.3f)
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{
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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// Mesa implements shader storage only for fragment shaders.
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// Just disable the feature there. The light buffer may just use a uniform buffer without any adverse effects.
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int v;
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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if (v > 0)
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.flags |= RFL_BUFFER_STORAGE;
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