mesa: Allow glGet* queries on ARB_fragment/vertex_shader data in ES 3

Fixes uniform_buffer_object_implementation_dependent_limits in
es3conform.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Matt Turner 2012-12-08 17:03:44 -08:00
parent d93c1b62f8
commit d9948e49d3

View file

@ -232,11 +232,7 @@ descriptor=[
# GL_OES_point_sprite # GL_OES_point_sprite
[ "POINT_SPRITE_NV", "CONTEXT_BOOL(Point.PointSprite), extra_NV_point_sprite_ARB_point_sprite" ], [ "POINT_SPRITE_NV", "CONTEXT_BOOL(Point.PointSprite), extra_NV_point_sprite_ARB_point_sprite" ],
# GL_ARB_fragment_shader
[ "MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), extra_ARB_fragment_shader" ],
# GL_ARB_vertex_shader # GL_ARB_vertex_shader
[ "MAX_VERTEX_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), extra_ARB_vertex_shader" ],
[ "MAX_VARYING_FLOATS_ARB", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_vertex_shader" ], [ "MAX_VARYING_FLOATS_ARB", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_vertex_shader" ],
# GL_EXT_texture_lod_bias # GL_EXT_texture_lod_bias
@ -321,6 +317,9 @@ descriptor=[
# Enums in OpenGL and ES 3.0 # Enums in OpenGL and ES 3.0
{ "apis": ["GL", "GL_CORE", "GLES3"], "params": [ { "apis": ["GL", "GL_CORE", "GLES3"], "params": [
# GL_ARB_fragment_shader
[ "MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), extra_ARB_fragment_shader" ],
# GL_ARB_framebuffer_object # GL_ARB_framebuffer_object
[ "MAX_SAMPLES", "CONTEXT_INT(Const.MaxSamples), extra_ARB_framebuffer_object_EXT_framebuffer_multisample" ], [ "MAX_SAMPLES", "CONTEXT_INT(Const.MaxSamples), extra_ARB_framebuffer_object_EXT_framebuffer_multisample" ],
@ -343,6 +342,9 @@ descriptor=[
[ "UNIFORM_BUFFER_OFFSET_ALIGNMENT", "CONTEXT_INT(Const.UniformBufferOffsetAlignment), extra_ARB_uniform_buffer_object" ], [ "UNIFORM_BUFFER_OFFSET_ALIGNMENT", "CONTEXT_INT(Const.UniformBufferOffsetAlignment), extra_ARB_uniform_buffer_object" ],
[ "UNIFORM_BUFFER_BINDING", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_uniform_buffer_object" ], [ "UNIFORM_BUFFER_BINDING", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_uniform_buffer_object" ],
# GL_ARB_vertex_shader
[ "MAX_VERTEX_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), extra_ARB_vertex_shader" ],
# GL_EXT_pixel_buffer_object # GL_EXT_pixel_buffer_object
[ "PIXEL_PACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ], [ "PIXEL_PACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ],
[ "PIXEL_UNPACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ], [ "PIXEL_UNPACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ],