There we go, actually found the issue.
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6759ee701d
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@ -77,13 +77,6 @@ namespace OGL
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{
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{
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PCacheEntry &entry = iter->second;
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PCacheEntry &entry = iter->second;
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glUseProgram(entry.program.glprogid);
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glUseProgram(entry.program.glprogid);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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for(int a = 0; a < 8; ++a)
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{
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// Why do we need to set this again here when we don't support binding?
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if(entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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}
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CurrentShaderProgram = ShaderPair;
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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CurrentProgram = entry.program.glprogid;
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return;
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return;
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@ -125,11 +118,10 @@ namespace OGL
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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else if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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for(int a = 0; a < 8; ++a)
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for(int a = 0; a < 8; ++a)
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{
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if(entry.program.UniformLocations[a] != -1)
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if(entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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glUniform1i(entry.program.UniformLocations[a], a);
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}
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}
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