ogl: fix ubo workaround

This commit is contained in:
degasus 2013-08-23 17:52:47 +02:00
commit c9e13f6b7a
4 changed files with 37 additions and 12 deletions

View file

@ -78,17 +78,35 @@ void SHADER::SetProgramVariables()
glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
// UBO workaround
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
UniformSize[a] = 0;
if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
break;
}
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
int max_uniforms = 0;
char name[50];
int size;
glGetProgramiv(glprogid, GL_ACTIVE_UNIFORMS, &max_uniforms);
for(int i=0; i<max_uniforms; i++)
{
glGetActiveUniform(glprogid, i, sizeof(name), NULL, &size, NULL, name);
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
if(strstr(name, UniformNames[a]))
{
UniformSize[a] = size;
break;
}
}
}
}
// (Sonicadvance): For some reason this fails on my hardware
//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
// Got to do it this crappy way.
UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 1; a < NUM_UNIFORMS; ++a)
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)