* GL: Respect minimum UBO alignment requirement * Use glBindBufferRange for UBOs * Fix fragment shadergen UBO bindings * Nit
17 lines
589 B
C++
17 lines
589 B
C++
#pragma once
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#include "opengl.hpp"
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// Information about our OpenGL/OpenGL ES driver that we should keep track of
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// Stuff like whether specific extensions are supported, and potentially things like OpenGL context information
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namespace OpenGL {
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struct Driver {
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bool usingGLES = false;
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bool supportsExtFbFetch = false;
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bool supportsArmFbFetch = false;
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// Minimum alignment for UBO offsets. Fetched by the OpenGL renderer using glGetIntegerV.
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GLuint uboAlignment = 16;
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bool supportFbFetch() const { return supportsExtFbFetch || supportsArmFbFetch; }
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};
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} // namespace OpenGL
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