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UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
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parent
904adb9e3d
commit
1f75ee49bf
9 changed files with 176 additions and 88 deletions
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@ -240,6 +240,7 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
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}
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}
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}
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#define MAX_UNIFORM 0
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void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float buf[4];
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@ -249,7 +250,8 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
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buf[3] = f4;
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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//return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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@ -267,6 +269,7 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, f);
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//return;
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}
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@ -285,6 +288,7 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, f, count);
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//return;
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}
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@ -311,6 +315,7 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, buf, count);
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//return;
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}
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