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Whoopsie of major proportions
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parent
fa0df3a1e3
commit
95c5945289
2 changed files with 2 additions and 8 deletions
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@ -26,7 +26,6 @@ class GPU;
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// Cached recompiled fragment shader
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struct CachedProgram {
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OpenGL::Program program {};
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GLuint uboBinding = 0;
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bool ready = false;
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};
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@ -23,11 +23,11 @@ using namespace Helpers;
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using namespace PICA;
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namespace {
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constexpr uint uboBlockBinding = 2;
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static constexpr uint uboBlockBinding = 2;
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void initializeProgramEntry(GLStateManager& gl, CachedProgram& programEntry) {
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OpenGL::Program& program = programEntry.program;
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program.use();
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gl.useProgram(program);
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
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glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);
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@ -35,11 +35,6 @@ namespace {
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glUniform1i(OpenGL::uniformLocation(program, "u_tex2"), 2);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex_luts"), 3);
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// Allocate memory for the program UBO
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glGenBuffers(1, &programEntry.uboBinding);
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gl.bindUBO(programEntry.uboBinding);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW);
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// Set up the binding for our UBO. Sadly we can't specify it in the shader like normal people,
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// As it's an OpenGL 4.2 feature that MacOS doesn't support...
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uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms");
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