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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Getter): answer the GL 4.6 limit surface honestly - tess/cull/subroutine pnames, TBuiltInResource drift, 84 UBO binding points, 64-bit GL_MAX_ELEMENT_INDEX, per-category sample truth
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@@ -12,15 +12,15 @@
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#include <MG_State/GLState/ErrorState/Error.h>
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#include <MG_Util/Converters/MGToGL/DataTypeConverter.h>
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#include <MG_Util/Converters/MGToStr/DataTypeConverter.h>
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#include <MG_Util/ShaderTranspiler/CompileEnv.h>
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namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
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Uint GetMaxVertexAttribs() {
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constexpr Uint capacity = static_cast<Uint>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS);
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if (!MG_Backend::pActiveBackendObject) return capacity;
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const Int backendLimit = MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexAttribs;
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if (backendLimit <= 0) return capacity;
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return std::min(static_cast<Uint>(backendLimit), capacity);
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// Shared with reflection's limit and with gl_MaxVertexAttribs; see ResolveMaxVertexAttribs.
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const Bool hasBackend = MG_Backend::pActiveBackendObject != nullptr;
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const Int backendLimit =
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hasBackend ? MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexAttribs : 0;
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return static_cast<Uint>(MG_Util::ShaderTranspiler::ResolveMaxVertexAttribs(hasBackend, backendLimit));
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}
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Uint GetMaxVertexAttribBindings() {
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