OpenGL: Check if uniform block exists before updating it (#2581)
This commit is contained in:
parent
3a96dd023f
commit
e594e63bb5
|
@ -1071,37 +1071,38 @@ void RasterizerOpenGL::SetShader() {
|
||||||
|
|
||||||
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
||||||
|
|
||||||
unsigned int block_index =
|
GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
|
||||||
glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
|
if (block_index != GL_INVALID_INDEX) {
|
||||||
GLint block_size;
|
GLint block_size;
|
||||||
glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
|
glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
|
||||||
GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
|
GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
|
||||||
ASSERT_MSG(block_size == sizeof(UniformData),
|
ASSERT_MSG(block_size == sizeof(UniformData),
|
||||||
"Uniform block size did not match! Got %d, expected %zu",
|
"Uniform block size did not match! Got %d, expected %zu",
|
||||||
static_cast<int>(block_size), sizeof(UniformData));
|
static_cast<int>(block_size), sizeof(UniformData));
|
||||||
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
|
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
|
||||||
|
|
||||||
// Update uniforms
|
// Update uniforms
|
||||||
SyncDepthScale();
|
SyncDepthScale();
|
||||||
SyncDepthOffset();
|
SyncDepthOffset();
|
||||||
SyncAlphaTest();
|
SyncAlphaTest();
|
||||||
SyncCombinerColor();
|
SyncCombinerColor();
|
||||||
auto& tev_stages = Pica::g_state.regs.texturing.GetTevStages();
|
auto& tev_stages = Pica::g_state.regs.texturing.GetTevStages();
|
||||||
for (int index = 0; index < tev_stages.size(); ++index)
|
for (int index = 0; index < tev_stages.size(); ++index)
|
||||||
SyncTevConstColor(index, tev_stages[index]);
|
SyncTevConstColor(index, tev_stages[index]);
|
||||||
|
|
||||||
SyncGlobalAmbient();
|
SyncGlobalAmbient();
|
||||||
for (int light_index = 0; light_index < 8; light_index++) {
|
for (int light_index = 0; light_index < 8; light_index++) {
|
||||||
SyncLightSpecular0(light_index);
|
SyncLightSpecular0(light_index);
|
||||||
SyncLightSpecular1(light_index);
|
SyncLightSpecular1(light_index);
|
||||||
SyncLightDiffuse(light_index);
|
SyncLightDiffuse(light_index);
|
||||||
SyncLightAmbient(light_index);
|
SyncLightAmbient(light_index);
|
||||||
SyncLightPosition(light_index);
|
SyncLightPosition(light_index);
|
||||||
SyncLightDistanceAttenuationBias(light_index);
|
SyncLightDistanceAttenuationBias(light_index);
|
||||||
SyncLightDistanceAttenuationScale(light_index);
|
SyncLightDistanceAttenuationScale(light_index);
|
||||||
|
}
|
||||||
|
|
||||||
|
SyncFogColor();
|
||||||
}
|
}
|
||||||
|
|
||||||
SyncFogColor();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Reference in New Issue