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sdl_glimp: reorder some source code for convenience
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-16
lines changed

1 file changed

+18
-16
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src/engine/sys/sdl_glimp.cpp

Lines changed: 18 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -2032,16 +2032,6 @@ static void GLimp_InitExtensions()
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glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
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}
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2035-
// Shader limits.
2036-
// From GL_ARB_vertex_shader.
2037-
glGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig2.maxVertexUniforms );
2038-
// From GL_ARB_vertex_program.
2039-
glGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig2.maxVertexAttribs );
2040-
2041-
int reservedComponents = 36 * 10; // approximation how many uniforms we have besides the bone matrices
2042-
glConfig2.maxVertexSkinningBones = Math::Clamp( ( glConfig2.maxVertexUniforms - reservedComponents ) / 16, 0, MAX_BONES );
2043-
glConfig2.vboVertexSkinningAvailable = r_vboVertexSkinning->integer && ( ( glConfig2.maxVertexSkinningBones >= 12 ) ? true : false );
2044-
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/* On OpenGL Core profile the ARB_fragment_program extension doesn't exist and the related getter functions
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return 0. We can assume OpenGL 3 Core hardware is featureful enough to not care about those limits. */
20472037
if ( !glConfig2.glCoreProfile )
@@ -2364,12 +2354,6 @@ static void GLimp_InitExtensions()
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// made required since OpenGL 3.1
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glConfig2.uniformBufferObjectAvailable = LOAD_EXTENSION_WITH_TEST( ExtFlag_CORE, ARB_uniform_buffer_object, r_arb_uniform_buffer_object.Get() );
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2367-
// Shader limits.
2368-
if ( glConfig2.uniformBufferObjectAvailable )
2369-
{
2370-
glGetIntegerv( GL_MAX_UNIFORM_BLOCK_SIZE, &glConfig2.maxUniformBlockSize );
2371-
}
2372-
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// made required in OpenGL 3.0
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glConfig2.mapBufferRangeAvailable = LOAD_EXTENSION_WITH_TEST( ExtFlag_CORE, ARB_map_buffer_range, r_arb_map_buffer_range.Get() );
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@@ -2602,6 +2586,24 @@ static void GLimp_InitExtensions()
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}
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#endif
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2589+
// Shader limits.
2590+
2591+
// From GL_ARB_vertex_shader.
2592+
glGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig2.maxVertexUniforms );
2593+
2594+
// From GL_ARB_vertex_program.
2595+
glGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig2.maxVertexAttribs );
2596+
2597+
// From GL_ARB_uniform_buffer_object.
2598+
if ( glConfig2.uniformBufferObjectAvailable )
2599+
{
2600+
glGetIntegerv( GL_MAX_UNIFORM_BLOCK_SIZE, &glConfig2.maxUniformBlockSize );
2601+
}
2602+
2603+
int reservedComponents = 36 * 10; // approximation how many uniforms we have besides the bone matrices
2604+
glConfig2.maxVertexSkinningBones = Math::Clamp( ( glConfig2.maxVertexUniforms - reservedComponents ) / 16, 0, MAX_BONES );
2605+
glConfig2.vboVertexSkinningAvailable = r_vboVertexSkinning->integer && ( ( glConfig2.maxVertexSkinningBones >= 12 ) ? true : false );
2606+
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GL_CheckErrors();
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}
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