GLint geometry_program = 0;
GLint tess_control_program = 0;
GLint tess_evaluation_program = 0;
+ GLint compute_program = 0;
if (!context.ES) {
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline);
glGetProgramPipelineiv(pipeline, GL_GEOMETRY_SHADER, &geometry_program);
glGetProgramPipelineiv(pipeline, GL_TESS_CONTROL_SHADER, &tess_control_program);
glGetProgramPipelineiv(pipeline, GL_TESS_EVALUATION_SHADER, &tess_evaluation_program);
+ glGetProgramPipelineiv(pipeline, GL_COMPUTE_SHADER, &compute_program);
}
}
dumpProgram(json, geometry_program);
dumpProgram(json, tess_control_program);
dumpProgram(json, tess_evaluation_program);
+ dumpProgram(json, compute_program);
} else if (program) {
dumpProgram(json, program);
} else if (programObj) {
dumpProgramUniformsStage(json, geometry_program, "GL_GEOMETRY_SHADER");
dumpProgramUniformsStage(json, tess_control_program, "GL_TESS_CONTROL_SHADER");
dumpProgramUniformsStage(json, tess_evaluation_program, "GL_TESS_EVALUATION_SHADER");
+ dumpProgramUniformsStage(json, compute_program, "GL_COMPUTE_SHADER");
} else if (program) {
dumpProgramUniforms(json, program);
} else if (programObj) {
("glGetTexLevelParameter", I, 1, "GL_TEXTURE_BUFFER_OFFSET"), # 0x919D
("glGetTexLevelParameter", I, 1, "GL_TEXTURE_BUFFER_SIZE"), # 0x919E
("glGet", I, 1, "GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT"), # 0x919F
- ("", X, 1, "GL_COMPUTE_SHADER"), # 0x91B9
+ ("glGetProgramPipeline", I, 1, "GL_COMPUTE_SHADER"), # 0x91B9
("glGet", I, 1, "GL_MAX_COMPUTE_UNIFORM_BLOCKS"), # 0x91BB
("glGet", I, 1, "GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS"), # 0x91BC
("glGet", I, 1, "GL_MAX_COMPUTE_IMAGE_UNIFORMS"), # 0x91BD