1 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
2 #include <msp/gl/extensions/arb_vertex_shader.h>
3 #include <msp/gl/extensions/ext_framebuffer_multisample.h>
4 #include <msp/gl/extensions/msp_clipping.h>
5 #include <msp/gl/extensions/nv_fbo_color_attachments.h>
6 #include "deviceinfo.h"
14 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, reinterpret_cast<int *>(&max_vertex_attributes));
15 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, reinterpret_cast<int *>(&max_texture_bindings));
16 glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, reinterpret_cast<int *>(&max_uniform_bindings));
17 glGetIntegerv(GL_MAX_CLIP_PLANES, reinterpret_cast<int *>(&max_clip_planes));
18 glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<int *>(&max_samples));
19 glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<int *>(&uniform_buffer_alignment));
20 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, reinterpret_cast<int *>(&max_color_attachments));
23 const Limits &Limits::get_global()