@@ -502,19 +502,25 @@ private void loadCapabilitiesCommon() {
502502 }
503503 }
504504
505+ if (hasExtension ("GL_OES_geometry_shader" ) || hasExtension ("GL_EXT_geometry_shader" )) {
506+ caps .add (Caps .GeometryShader );
507+ }
508+
509+ if (hasExtension ("GL_OES_tessellation_shader" ) || hasExtension ("GL_EXT_tessellation_shader" )) {
510+ caps .add (Caps .TesselationShader );
511+ }
512+
505513 if (hasExtension ("GL_ARB_shader_storage_buffer_object" )) {
506514 caps .add (Caps .ShaderStorageBufferObject );
507515 limits .put (Limits .ShaderStorageBufferObjectMaxBlockSize , getInteger (GL4 .GL_MAX_SHADER_STORAGE_BLOCK_SIZE ));
508- if (hasExtension ("GL_ARB_compute_shader" ) || caps .contains (Caps .OpenGL43 )) {
509- limits .put (Limits .ShaderStorageBufferObjectMaxComputeBlocks , getInteger (GL4 .GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS ));
510- }
511- if (hasExtension ("GL_ARB_geometry_shader_4" ) || caps .contains (Caps .OpenGL32 )) {
516+ // Commented out until we support ComputeShaders and the ComputeShader Cap
517+ // limits.put(Limits.ShaderStorageBufferObjectMaxComputeBlocks, getInteger(GL4.GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS));
518+ if (caps .contains (Caps .GeometryShader )) {
512519 limits .put (Limits .ShaderStorageBufferObjectMaxGeometryBlocks , getInteger (GL4 .GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS ));
513520 }
514521 limits .put (Limits .ShaderStorageBufferObjectMaxFragmentBlocks , getInteger (GL4 .GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS ));
515522 limits .put (Limits .ShaderStorageBufferObjectMaxVertexBlocks , getInteger (GL4 .GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS ));
516-
517- if (hasExtension ("GL_ARB_tessellation_shader" ) || caps .contains (Caps .OpenGL40 )) {
523+ if (caps .contains (Caps .TesselationShader )) {
518524 limits .put (Limits .ShaderStorageBufferObjectMaxTessControlBlocks , getInteger (GL4 .GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS ));
519525 limits .put (Limits .ShaderStorageBufferObjectMaxTessEvaluationBlocks , getInteger (GL4 .GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS ));
520526 }
@@ -524,20 +530,14 @@ private void loadCapabilitiesCommon() {
524530 if (hasExtension ("GL_ARB_uniform_buffer_object" )) {
525531 caps .add (Caps .UniformBufferObject );
526532 limits .put (Limits .UniformBufferObjectMaxBlockSize , getInteger (GL3 .GL_MAX_UNIFORM_BLOCK_SIZE ));
527- if (hasExtension ( "GL_ARB_geometry_shader_4" ) || caps .contains (Caps .OpenGL32 )) {
533+ if (caps .contains (Caps .GeometryShader )) {
528534 limits .put (Limits .UniformBufferObjectMaxGeometryBlocks , getInteger (GL3 .GL_MAX_GEOMETRY_UNIFORM_BLOCKS ));
529535 }
530536 limits .put (Limits .UniformBufferObjectMaxFragmentBlocks , getInteger (GL3 .GL_MAX_FRAGMENT_UNIFORM_BLOCKS ));
531537 limits .put (Limits .UniformBufferObjectMaxVertexBlocks , getInteger (GL3 .GL_MAX_VERTEX_UNIFORM_BLOCKS ));
532538 }
533539
534- if (hasExtension ("GL_OES_geometry_shader" ) || hasExtension ("GL_EXT_geometry_shader" )) {
535- caps .add (Caps .GeometryShader );
536- }
537540
538- if (hasExtension ("GL_OES_tessellation_shader" ) || hasExtension ("GL_EXT_tessellation_shader" )) {
539- caps .add (Caps .TesselationShader );
540- }
541541
542542 if (caps .contains (Caps .OpenGL20 )){
543543 caps .add (Caps .UnpackRowLength );
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