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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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@ -496,14 +496,15 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
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}
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}
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}
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float f[4] = { f1, f2, f3, f4 };
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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@ -520,8 +521,8 @@ void SetGLSLPSConstant4fv(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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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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@ -538,8 +539,8 @@ void SetMultiGLSLPSConstant4fv(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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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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