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UBO: Re-order the caps detection for a more clean code.
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jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -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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