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- it looks like glProgramUniform is not working correctly with Intel drivers, so better forget about it for setting the view and projection matrices. Even on NVidia the time difference can only be measured in microseconds per frame so it's not a big loss.
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3 changed files with 4 additions and 16 deletions
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@ -299,18 +299,9 @@ FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath
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void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
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{
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if (gl.flags & RFL_SEPARATE_SHADER_OBJECTS) // this check is just for safety. All supported hardware reports this extension as being present.
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{
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glProgramUniformMatrix4fv(hShader, projectionmatrix_index, 1, false, proj->get());
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glProgramUniformMatrix4fv(hShader, viewmatrix_index, 1, false, view->get());
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}
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else
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{
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Bind();
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glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get());
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glUniformMatrix4fv(viewmatrix_index, 1, false, view->get());
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}
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Bind();
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glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get());
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glUniformMatrix4fv(viewmatrix_index, 1, false, view->get());
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}
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@ -131,7 +131,6 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (CheckExtension("GL_ARB_shader_storage_buffer_object")) gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -9,9 +9,7 @@ enum RenderFlags
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RFL_TEXTURE_COMPRESSION=1,
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RFL_TEXTURE_COMPRESSION_S3TC=2,
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RFL_SEPARATE_SHADER_OBJECTS = 4, // we need this extension for glProgramUniform. On hardware not supporting it we need some rather clumsy workarounds
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RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
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RFL_BASEINDEX = 32, // currently unused
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RFL_SHADER_STORAGE_BUFFER = 4, // to be used later for a parameter buffer
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};
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enum TexMode
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