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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp6
-rw-r--r--drivers/gles3/storage/config.cpp2
2 files changed, 4 insertions, 4 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);
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 30b5919526..6cc65e7bb2 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -64,7 +64,7 @@ Config::Config() {
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
etc2_supported = true;
-#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.