GL_ARB_enhanced_layouts: use proper max size value
When checking for invalid offset alignment in uniform blocks we have
to take into account the MAX_UNIFORM_BLOCK_SIZE limit but, when trying
to do the same for Shader Storage Blocks, the limit to have into
account is MAX_SHADER_STORAGE_BLOCK_SIZE.
From page 52 (page 65 of the PDF) of the OpenGL 3.1 spec:
"2.11.4 Uniform Variables
...
The total amount of buffer object storage available for any given
uniform block is subject to an implementation-dependent limit. The
maximum amount of available space, in basic machine units, can be
queried by calling GetIntegerv with the constant
MAX_UNIFORM_BLOCK_SIZE . If the amount of storage required for a
uniform block exceeds this limit, a program may fail to link."
From page 128 (page 129 of the PDF) of the OpenGL 4.3 spec:
"7.8 Shader Buffer Variables and Shader Storage Blocks
...
The total amount of buffer object storage that can be accessed in
any shader storage block is subject to an implementation-dependent
limit. The maximum amount of available space, in basic machine
units, can be queried by calling GetIntegerv with the constant
MAX_SHADER_STORAGE_BLOCK_SIZE . If the amount of storage required
for any shader storage block exceeds this limit, a program will
fail to link."
Affects:
GL44-CTS.enhanced_layouts.uniform_block_member_invalid_offset_alignment
GL44-CTS.enhanced_layouts.ssb_member_invalid_offset_alignment
Components: OpenGL
VK-GL-CTS issue: 527
Change-Id: I9185f32a6a90643aa1d3fca0e27a70dbd80d6e16