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GLUniform cache clean-up
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src/engine/renderer/gl_shader.h

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -345,6 +345,7 @@ class GLUniform {
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// In multiples of 4 bytes
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// FIXME: the uniform structs are actually std140 so it would be more relevant to provide std140 info
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const GLuint _std430BaseSize;
348+
GLuint _std430Size; // includes padding that depends on the other uniforms in the struct
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const GLuint _std430Alignment;
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const GLuint _bufferSize;
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GLuint _nextUniformOffset;
@@ -379,13 +380,13 @@ class GLUniform {
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uint32_t* currentValue;
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const bool bufferUniform = ( _shader->UseMaterialSystem() && _updateType == MATERIAL_OR_PUSH )
382-
|| ( glConfig2.pushBufferAvailable && _updateType <= FRAME );
383+
|| ( glConfig.pushBufferAvailable && _updateType <= FRAME );
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if ( bufferUniform ) {
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currentValue = _shader->uniformStorage + _uniformStorageOffset;
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} else {
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ShaderProgramDescriptor* p = _shader->GetProgram();
388-
ASSERT_EQ( p, glState.currentProgram );
389+
DAEMON_ASSERT_EQ( p, glState.currentProgram );
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currentValue = p->uniformStorage + _uniformStorageOffset;
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}
@@ -416,7 +417,7 @@ class GLUniform {
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uint32_t* currentValue;
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const bool bufferUniform = ( _shader->UseMaterialSystem() && _updateType == MATERIAL_OR_PUSH )
419-
|| ( glConfig2.pushBufferAvailable && _updateType <= FRAME );
420+
|| ( glConfig.pushBufferAvailable && _updateType <= FRAME );
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if ( bufferUniform ) {
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currentValue = _shader->uniformStorage + _uniformStorageOffset;

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