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Add new texel buffer type.
GLSL 3+ shaders can read from texel buffers by declaring a uniform samplerBuffer variable and calling texelFetch with a 0-based index, in the shader code. All attributes in a texel buffer's format array must have the same data format (e.g. all 'floatvec4' formats). Shader:send accepts a texel Buffer for samplerBuffer uniforms. Added 'texelbuffer' to love.graphics.getSupported (requires GLSL 3+ and desktop OpenGL). Added 'texelbuffersize' to love.graphics.getSystemLimits. Returns the max number of values in a texel buffer (array length multiplied by the number of attributes declared in the buffer's format array).
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@@ -147,6 +147,9 @@ private:
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bool windowHasStencil;
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GLuint mainVAO;
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// Only needed for buffer types that can be bound to shaders.
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StrongRef<love::graphics::Buffer> defaultBuffers[BUFFERTYPE_MAX_ENUM];
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// [rendertarget][readable][srgb]
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OptionalBool supportedFormats[PIXELFORMAT_MAX_ENUM][2][2][2];
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