Add UBO/BlendEquation/BlendFunc to GL state manager
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@@ -229,8 +229,8 @@ void RendererGL::setupBlending() {
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OpenGL::setBlendColor(float(r) / 255.f, float(g) / 255.f, float(b) / 255.f, float(a) / 255.f);
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// Translate equations and funcs to their GL equivalents and set them
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glBlendEquationSeparate(blendingEquations[rgbEquation], blendingEquations[alphaEquation]);
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glBlendFuncSeparate(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]);
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gl.setBlendEquation(blendingEquations[rgbEquation], blendingEquations[alphaEquation]);
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gl.setBlendFunc(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]);
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}
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}
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@@ -821,7 +821,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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// Allocate memory for the program UBO
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glGenBuffers(1, &programEntry.uboBinding);
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glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding);
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gl.bindUBO(programEntry.uboBinding);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW);
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// Set up the binding for our UBO. Sadly we can't specify it in the shader like normal people,
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@@ -869,7 +869,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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vec[3] = float((color >> 24) & 0xFF) / 255.0f;
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}
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glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding);
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gl.bindUBO(programEntry.uboBinding);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(PICA::FragmentUniforms), &uniforms);
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return program;
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