diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-08-15 09:16:25 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-08-15 09:16:25 +0200 |
commit | eda6800f5dc01981f3626580d91a619b496acb5f (patch) | |
tree | 57e1ccd281120f7478a6687b0e81092202408cc1 /drivers | |
parent | 5a8d786ef9dcfd5b206ec3eeb5e369930e773acc (diff) | |
parent | 65e0b266d1cf467a9401e35f2cccebd70531747e (diff) |
Merge pull request #64341 from clayjohn/GLES3-lights
Bind uniform buffer locations for lights even when no lights present
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 7207a6efbb..3e416bc615 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1655,18 +1655,18 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b // TODO, to avoid stalls, should rotate between 3 buffers based on frame index. // TODO, consider mapping the buffer as in 2D + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer); if (r_omni_light_count) { - glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights); } + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer); if (r_spot_light_count) { - glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights); } + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer); if (r_directional_light_count) { - glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights); } glBindBuffer(GL_UNIFORM_BUFFER, 0); |