remove texture sampler from uniform list
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2c010f530e
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6401a18143
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@ -37,8 +37,6 @@ GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
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std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
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std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] =
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const char *UniformNames[NUM_UNIFORMS] =
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{
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{
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// SAMPLERS
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"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
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// PIXEL SHADER UNIFORMS
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// PIXEL SHADER UNIFORMS
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I_COLORS,
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I_COLORS,
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I_KCOLORS,
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I_KCOLORS,
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@ -84,16 +82,19 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
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//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
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// Got to do it this crappy way.
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// Got to do it this crappy way.
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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 = 8; a < NUM_UNIFORMS; ++a)
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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// Bind Texture Sampler
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// Bind Texture Sampler
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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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char name[8];
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snprintf(name, 8, "samp%d", a);
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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.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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int loc = glGetUniformLocation(entry.prog_id, name);
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if (entry.UniformLocations[a] != -1)
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if (loc != -1)
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glUniform1i(entry.UniformLocations[a], a);
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glUniform1i(loc, a);
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}
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}
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}
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}
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@ -30,7 +30,7 @@
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namespace OGL
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namespace OGL
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{
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{
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const int NUM_UNIFORMS = 27;
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const int NUM_UNIFORMS = 19;
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extern const char *UniformNames[NUM_UNIFORMS];
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extern const char *UniformNames[NUM_UNIFORMS];
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class ProgramShaderCache
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class ProgramShaderCache
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