From a516210b18899444fe099c6f765c079fe71d1b68 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 29 Jul 2018 21:31:16 +0200 Subject: [PATCH] - always retrieve uniform buffer properties. They are sometimes needed even if shader storage buffers are available. --- src/gl_load/gl_interface.cpp | 22 ++++++---------------- 1 file changed, 6 insertions(+), 16 deletions(-) diff --git a/src/gl_load/gl_interface.cpp b/src/gl_load/gl_interface.cpp index 4859a54e0..c9423b15f 100644 --- a/src/gl_load/gl_interface.cpp +++ b/src/gl_load/gl_interface.cpp @@ -227,22 +227,12 @@ void gl_LoadExtensions() if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED; } - if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER)) - { - glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v); - gl.maxuniforms = v; - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v); - gl.maxuniformblock = v; - glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v); - gl.uniformblockalignment = v; - } - else - { - gl.maxuniforms = 0; - gl.maxuniformblock = 0; - gl.uniformblockalignment = 0; - } - + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v); + gl.maxuniforms = v; + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v); + gl.maxuniformblock = v; + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v); + gl.uniformblockalignment = v; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);