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- always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.
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1 changed files with 6 additions and 16 deletions
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@ -227,22 +227,12 @@ void gl_LoadExtensions()
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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}
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}
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if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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gl.maxuniforms = v;
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gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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gl.maxuniformblock = v;
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gl.maxuniformblock = v;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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gl.uniformblockalignment = v;
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gl.uniformblockalignment = v;
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}
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else
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{
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gl.maxuniforms = 0;
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gl.maxuniformblock = 0;
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gl.uniformblockalignment = 0;
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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