mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 13:18:31 +09:00
[Fix]: save order of uniform names, and apply it at linking and buffer mapping
This commit is contained in:
@@ -286,7 +286,7 @@ namespace MG_Diligent {
|
||||
|
||||
void PipelineStateManager::ConfigureResourceLayout(
|
||||
Diligent::GraphicsPipelineStateCreateInfo& PSOCreateInfo,
|
||||
const GLProgramInfo& programInfo)
|
||||
GLProgramInfo& programInfo)
|
||||
{
|
||||
MG_Util::Debug::LogD("Begin configuring resource layout for pipeline");
|
||||
|
||||
@@ -308,7 +308,7 @@ namespace MG_Diligent {
|
||||
}
|
||||
}
|
||||
|
||||
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap);
|
||||
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap, programInfo.uniformBufferNames);
|
||||
|
||||
for (auto shader : programInfo.AttachedShaders) {
|
||||
GLuint shaderId = 0;
|
||||
|
||||
Reference in New Issue
Block a user