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| author | Egor <egor.yusov@gmail.com> | 2019-10-13 02:48:28 +0000 |
|---|---|---|
| committer | Egor <egor.yusov@gmail.com> | 2019-10-13 02:48:28 +0000 |
| commit | a301d715ccd830ab8b5f15c4432efea0d8d1db86 (patch) | |
| tree | 3b8baa4b72201fd7535d0e8c73f71808806c5ac9 /Graphics/GraphicsEngineOpenGL | |
| parent | OpenGL buffer implementation: removed MapWriteDiscardBugWA (diff) | |
| download | DiligentCore-a301d715ccd830ab8b5f15c4432efea0d8d1db86.tar.gz DiligentCore-a301d715ccd830ab8b5f15c4432efea0d8d1db86.zip | |
GL backend: fixed few GLES issues
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
| -rw-r--r-- | Graphics/GraphicsEngineOpenGL/src/GLProgramResources.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/src/GLProgramResources.cpp b/Graphics/GraphicsEngineOpenGL/src/GLProgramResources.cpp index 52862588..dc8d5aec 100644 --- a/Graphics/GraphicsEngineOpenGL/src/GLProgramResources.cpp +++ b/Graphics/GraphicsEngineOpenGL/src/GLProgramResources.cpp @@ -415,13 +415,13 @@ void GLProgramResources::LoadUniforms(SHADER_TYPE Shad { // glUniform1i for image uniforms is not supported in at least GLES3.2. // glProgramUniform1i is not available in GLES3.0 - glUniform1i(UniformLocation + arr_ind, ImageBinding++); + glUniform1i(UniformLocation + arr_ind, ImageBinding); if (glGetError() != GL_NO_ERROR) { if (size > 1) { LOG_WARNING_MESSAGE("Failed to set binding for image uniform '", Name.data(), "'[", arr_ind, - "]. Expected binding: ", ImageBinding, + "]. Expected binding: ", ImageBinding, "." " Make sure that this binding is explicitly assigned in shader source code." " Note that if the source code is converted from HLSL and if images are only used" " by a single shader stage, then bindings automatically assigned by HLSL->GLSL" @@ -430,13 +430,14 @@ void GLProgramResources::LoadUniforms(SHADER_TYPE Shad else { LOG_WARNING_MESSAGE("Failed to set binding for image uniform '", Name.data(), "'." - " Expected binding: ", ImageBinding, + " Expected binding: ", ImageBinding, "." " Make sure that this binding is explicitly assigned in shader source code." " Note that if the source code is converted from HLSL and if images are only used" " by a single shader stage, then bindings automatically assigned by HLSL->GLSL" " converter will work fine."); } } + ++ImageBinding; } break; @@ -573,7 +574,7 @@ void GLProgramResources::LoadUniforms(SHADER_TYPE Shad { LOG_WARNING_MESSAGE("glShaderStorageBlockBinding is not available on this device and " "the engine is unable to automatically assign shader storage block bindindg for '", - Name.data(), "' variable. Expected binding: ", StorageBufferBinding, + Name.data(), "' variable. Expected binding: ", StorageBufferBinding, "." " Make sure that this binding is explicitly assigned in shader source code." " Note that if the source code is converted from HLSL and if storage blocks are only used" " by a single shader stage, then bindings automatically assigned by HLSL->GLSL" |
