Commit 665757de by Alexis Hetu Committed by Alexis Hétu

Support for gl_MaxDrawBuffers in OpenGL ES 3.0

gl_MaxDrawBuffers is still available in OpenGL ES 3.0. It was just a matter of making it part of the common builtins. Change-Id: Icd3ca9f4f50cba43c345974ef72603800155a573 Reviewed-on: https://swiftshader-review.googlesource.com/13389Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent e2febff0
...@@ -441,8 +441,8 @@ void InsertBuiltInFunctions(GLenum type, const ShBuiltInResources &resources, TS ...@@ -441,8 +441,8 @@ void InsertBuiltInFunctions(GLenum type, const ShBuiltInResources &resources, TS
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxCombinedTextureImageUnits", resources.MaxCombinedTextureImageUnits); symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxCombinedTextureImageUnits", resources.MaxCombinedTextureImageUnits);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxTextureImageUnits", resources.MaxTextureImageUnits); symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxTextureImageUnits", resources.MaxTextureImageUnits);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxFragmentUniformVectors", resources.MaxFragmentUniformVectors); symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxFragmentUniformVectors", resources.MaxFragmentUniformVectors);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxDrawBuffers", resources.MaxDrawBuffers);
symbolTable.insertConstInt(ESSL1_BUILTINS, "gl_MaxVaryingVectors", resources.MaxVaryingVectors); symbolTable.insertConstInt(ESSL1_BUILTINS, "gl_MaxVaryingVectors", resources.MaxVaryingVectors);
symbolTable.insertConstInt(ESSL1_BUILTINS, "gl_MaxDrawBuffers", resources.MaxDrawBuffers);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxVertexOutputVectors", resources.MaxVertexOutputVectors); symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxVertexOutputVectors", resources.MaxVertexOutputVectors);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxFragmentInputVectors", resources.MaxFragmentInputVectors); symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxFragmentInputVectors", resources.MaxFragmentInputVectors);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MinProgramTexelOffset", resources.MinProgramTexelOffset); symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MinProgramTexelOffset", resources.MinProgramTexelOffset);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment