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Add threadgroups{x,y,z} SystemLimits;
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@@ -1878,6 +1878,9 @@ STRINGMAP_CLASS_BEGIN(Graphics, Graphics::SystemLimit, Graphics::LIMIT_MAX_ENUM,
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{ "cubetexturesize", Graphics::LIMIT_CUBE_TEXTURE_SIZE },
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{ "texelbuffersize", Graphics::LIMIT_TEXEL_BUFFER_SIZE },
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{ "shaderstoragebuffersize", Graphics::LIMIT_SHADER_STORAGE_BUFFER_SIZE },
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{ "threadgroupsx", Graphics::LIMIT_THREADGROUPS_X },
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{ "threadgroupsy", Graphics::LIMIT_THREADGROUPS_Y },
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{ "threadgroupsz", Graphics::LIMIT_THREADGROUPS_Z },
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{ "rendertargets", Graphics::LIMIT_RENDER_TARGETS },
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{ "texturemsaa", Graphics::LIMIT_TEXTURE_MSAA },
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{ "anisotropy", Graphics::LIMIT_ANISOTROPY },
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@@ -164,6 +164,9 @@ public:
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LIMIT_TEXTURE_LAYERS,
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LIMIT_TEXEL_BUFFER_SIZE,
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LIMIT_SHADER_STORAGE_BUFFER_SIZE,
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LIMIT_THREADGROUPS_X,
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LIMIT_THREADGROUPS_Y,
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LIMIT_THREADGROUPS_Z,
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LIMIT_RENDER_TARGETS,
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LIMIT_TEXTURE_MSAA,
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LIMIT_ANISOTROPY,
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@@ -1543,10 +1543,13 @@ void Graphics::initCapabilities()
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capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
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capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize();
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capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = gl.getMaxShaderStorageBufferSize();
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capabilities.limits[LIMIT_THREADGROUPS_X] = gl.getMaxComputeWorkGroupsX();
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capabilities.limits[LIMIT_THREADGROUPS_Y] = gl.getMaxComputeWorkGroupsY();
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capabilities.limits[LIMIT_THREADGROUPS_Z] = gl.getMaxComputeWorkGroupsZ();
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capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
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capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
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capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
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static_assert(LIMIT_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new system limit!");
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static_assert(LIMIT_MAX_ENUM == 13, "Graphics::initCapabilities must be updated when adding a new system limit!");
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
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@@ -103,6 +103,9 @@ OpenGL::OpenGL()
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, maxTextureArrayLayers(0)
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, maxTexelBufferSize(0)
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, maxShaderStorageBufferSize(0)
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, maxComputeWorkGroupsX(0)
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, maxComputeWorkGroupsY(0)
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, maxComputeWorkGroupsZ(0)
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, maxRenderTargets(1)
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, maxSamples(1)
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, maxTextureUnits(1)
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@@ -500,6 +503,19 @@ void OpenGL::initMaxValues()
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maxShaderStorageBufferBindings = 0;
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}
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if (GLAD_ES_VERSION_3_1 || GLAD_VERSION_4_3)
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{
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &maxComputeWorkGroupsX);
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &maxComputeWorkGroupsY);
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &maxComputeWorkGroupsZ);
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}
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else
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{
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maxComputeWorkGroupsX = 0;
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maxComputeWorkGroupsY = 0;
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maxComputeWorkGroupsZ = 0;
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}
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int maxattachments = 1;
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int maxdrawbuffers = 1;
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@@ -1510,6 +1526,21 @@ int OpenGL::getMaxShaderStorageBufferSize() const
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return maxShaderStorageBufferSize;
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}
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int OpenGL::getMaxComputeWorkGroupsX() const
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{
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return maxComputeWorkGroupsX;
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}
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int OpenGL::getMaxComputeWorkGroupsY() const
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{
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return maxComputeWorkGroupsY;
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}
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int OpenGL::getMaxComputeWorkGroupsZ() const
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{
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return maxComputeWorkGroupsZ;
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}
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int OpenGL::getMaxRenderTargets() const
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{
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return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
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@@ -383,6 +383,14 @@ public:
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**/
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int getMaxShaderStorageBufferSize() const;
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/**
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* Returns the maximum number of compute work groups that can be
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* dispatched in a given dimension.
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*/
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int getMaxComputeWorkGroupsX() const;
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int getMaxComputeWorkGroupsY() const;
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int getMaxComputeWorkGroupsZ() const;
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/**
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* Returns the maximum supported number of simultaneous render targets.
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**/
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@@ -467,6 +475,9 @@ private:
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int maxTextureArrayLayers;
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int maxTexelBufferSize;
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int maxShaderStorageBufferSize;
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int maxComputeWorkGroupsX;
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int maxComputeWorkGroupsY;
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int maxComputeWorkGroupsZ;
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int maxRenderTargets;
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int maxSamples;
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int maxTextureUnits;
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