@@ -503,19 +503,25 @@ private void loadCapabilitiesCommon() {
503503 }
504504 }
505505
506+ if (hasExtension ("GL_OES_geometry_shader" ) || hasExtension ("GL_EXT_geometry_shader" )) {
507+ caps .add (Caps .GeometryShader );
508+ }
509+
510+ if (hasExtension ("GL_OES_tessellation_shader" ) || hasExtension ("GL_EXT_tessellation_shader" )) {
511+ caps .add (Caps .TesselationShader );
512+ }
513+
506514 if (hasExtension ("GL_ARB_shader_storage_buffer_object" )) {
507515 caps .add (Caps .ShaderStorageBufferObject );
508516 limits .put (Limits .ShaderStorageBufferObjectMaxBlockSize , getInteger (GL4 .GL_MAX_SHADER_STORAGE_BLOCK_SIZE ));
509- if (hasExtension ("GL_ARB_compute_shader" ) || caps .contains (Caps .OpenGL43 )) {
510- limits .put (Limits .ShaderStorageBufferObjectMaxComputeBlocks , getInteger (GL4 .GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS ));
511- }
512- if (hasExtension ("GL_ARB_geometry_shader_4" ) || caps .contains (Caps .OpenGL32 )) {
517+ // Commented out until we support ComputeShaders and the ComputeShader Cap
518+ // limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
519+ if (caps .contains (Caps .GeometryShader )) {
513520 limits .put (Limits .ShaderStorageBufferObjectMaxGeometryBlocks , getInteger (GL4 .GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS ));
514521 }
515522 limits .put (Limits .ShaderStorageBufferObjectMaxFragmentBlocks , getInteger (GL4 .GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS ));
516523 limits .put (Limits .ShaderStorageBufferObjectMaxVertexBlocks , getInteger (GL4 .GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS ));
517-
518- if (hasExtension ("GL_ARB_tessellation_shader" ) || caps .contains (Caps .OpenGL40 )) {
524+ if (caps .contains (Caps .TesselationShader )) {
519525 limits .put (Limits .ShaderStorageBufferObjectMaxTessControlBlocks , getInteger (GL4 .GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS ));
520526 limits .put (Limits .ShaderStorageBufferObjectMaxTessEvaluationBlocks , getInteger (GL4 .GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS ));
521527 }
@@ -525,20 +531,14 @@ private void loadCapabilitiesCommon() {
525531 if (hasExtension ("GL_ARB_uniform_buffer_object" )) {
526532 caps .add (Caps .UniformBufferObject );
527533 limits .put (Limits .UniformBufferObjectMaxBlockSize , getInteger (GL3 .GL_MAX_UNIFORM_BLOCK_SIZE ));
528- if (hasExtension ( "GL_ARB_geometry_shader_4" ) || caps .contains (Caps .OpenGL32 )) {
534+ if (caps .contains (Caps .GeometryShader )) {
529535 limits .put (Limits .UniformBufferObjectMaxGeometryBlocks , getInteger (GL3 .GL_MAX_GEOMETRY_UNIFORM_BLOCKS ));
530536 }
531537 limits .put (Limits .UniformBufferObjectMaxFragmentBlocks , getInteger (GL3 .GL_MAX_FRAGMENT_UNIFORM_BLOCKS ));
532538 limits .put (Limits .UniformBufferObjectMaxVertexBlocks , getInteger (GL3 .GL_MAX_VERTEX_UNIFORM_BLOCKS ));
533539 }
534540
535- if (hasExtension ("GL_OES_geometry_shader" ) || hasExtension ("GL_EXT_geometry_shader" )) {
536- caps .add (Caps .GeometryShader );
537- }
538541
539- if (hasExtension ("GL_OES_tessellation_shader" ) || hasExtension ("GL_EXT_tessellation_shader" )) {
540- caps .add (Caps .TesselationShader );
541- }
542542
543543 if (caps .contains (Caps .OpenGL20 )){
544544 caps .add (Caps .UnpackRowLength );
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