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https://github.com/TorqueGameEngines/Torque3D.git
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Update gfxGLShader.cpp
restore assertfatal if the bindPoint ==-1 as these require a location, ubo uniforms location returns -1
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@ -889,7 +889,8 @@ void GFXGLShader::initHandles()
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// Index element 1 of the name to skip the '$' we inserted earier.
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GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
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//AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
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// The location for uniforms inside a UBO come back as -1.
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// AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
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HandleMap::Iterator handle = mHandles.find(desc.name);
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S32 sampler = -1;
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@ -908,6 +909,7 @@ void GFXGLShader::initHandles()
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{
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if (desc.bindPoint == -1)
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{
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AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
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desc.bindPoint = loc;
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mHandles[desc.name]->mUBOUniform = false;
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}
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@ -922,6 +924,7 @@ void GFXGLShader::initHandles()
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{
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if (desc.bindPoint == -1)
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{
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AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
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desc.bindPoint = loc;
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mHandles[desc.name] = new GFXGLShaderConstHandle(this, desc);
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mHandles[desc.name]->mUBOUniform = false;
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