- screwed by the editor's autocompletion... (wrong GL flag was used...)

This commit is contained in:
Christoph Oelckers 2014-08-19 14:25:47 +02:00
parent 00d7707aef
commit a2dc4afe3f
2 changed files with 7 additions and 7 deletions

View File

@ -54,7 +54,7 @@ FLightBuffer::FLightBuffer()
mBufferSize = INITIAL_BUFFER_SIZE;
mByteSize = mBufferSize * sizeof(float);
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
if (gl.flags & RFL_BUFFER_STORAGE)
{
mBufferType = GL_SHADER_STORAGE_BUFFER;
mBlockAlign = -1;
@ -70,7 +70,7 @@ FLightBuffer::FLightBuffer()
glGenBuffers(1, &mBufferId);
glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
if (gl.flags & RFL_BUFFER_STORAGE)
{
glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
@ -148,7 +148,7 @@ int FLightBuffer::UploadLights(FDynLightData &data)
// create the new buffer's storage (twice as large as the old one)
mBufferSize *= 2;
mByteSize *= 2;
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
if (gl.flags & RFL_BUFFER_STORAGE)
{
glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
@ -187,7 +187,7 @@ int FLightBuffer::UploadLights(FDynLightData &data)
void FLightBuffer::Begin()
{
if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (!(gl.flags & RFL_BUFFER_STORAGE))
{
glBindBuffer(mBufferType, mBufferId);
mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
@ -196,7 +196,7 @@ void FLightBuffer::Begin()
void FLightBuffer::Finish()
{
if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (!(gl.flags & RFL_BUFFER_STORAGE))
{
glBindBuffer(mBufferType, mBufferId);
glUnmapBuffer(mBufferType);

View File

@ -346,7 +346,7 @@ void FGLRenderer::RenderScene(int recursion)
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer.
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_BUFFER_STORAGE))
{
GLRenderer->mLights->Begin();
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(GLPASS_LIGHTSONLY);
@ -364,7 +364,7 @@ void FGLRenderer::RenderScene(int recursion)
int pass;
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE))
{
pass = GLPASS_ALL;
}