shaders: Add NumTextureSamplers const, remove unused #pragma.
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@ -323,7 +323,5 @@ static_assert(sizeof(Instruction) == 0x8, "Incorrect structure size");
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static_assert(std::is_standard_layout<Instruction>::value,
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"Structure does not have standard layout");
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#pragma pack()
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} // namespace Shader
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} // namespace Tegra
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@ -128,7 +128,7 @@ private:
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OGLVertexArray hw_vao;
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std::array<bool, 16> hw_vao_enabled_attributes;
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std::array<SamplerInfo, 32> texture_samplers;
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std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
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static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> vertex_buffer;
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OGLBuffer uniform_buffer;
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@ -38,7 +38,7 @@ void SetShaderSamplerBindings(GLuint shader) {
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cur_state.Apply();
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// Set the texture samplers to correspond to different texture units
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for (u32 texture = 0; texture < 32; ++texture) {
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for (u32 texture = 0; texture < NumTextureSamplers; ++texture) {
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// Set the texture samplers to correspond to different texture units
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std::string uniform_name = "tex[" + std::to_string(texture) + "]";
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GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str());
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@ -14,6 +14,9 @@
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namespace GLShader {
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/// Number of OpenGL texture samplers that can be used in the fragment shader
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static constexpr size_t NumTextureSamplers = 32;
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using Tegra::Engines::Maxwell3D;
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namespace Impl {
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