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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_State/ProgramObject, MG_Backend/DirectGLES): bind texture to uniform in backend
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@@ -302,6 +302,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint,
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backendProgramIt->second->GetBackendGlobalUBOId());
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// Sampler unit binding
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auto maxUniformLoc = currentProgram->GetMaxUniformLocation();
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for (int loc = 0; loc < maxUniformLoc; ++loc) {
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auto unit = currentProgram->GetUniformSamplerOrImageUnitIndex(loc);
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if (unit == -1)
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continue;
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auto& name = currentProgram->GetUniformName(loc);
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auto locAtBackend = MG_External::GLES::glGetUniformLocation(backendProgramIt->second->GetBackendProgramId(), name.c_str());
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MG_External::GLES::glUniform1i(locAtBackend, unit);
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}
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} else {
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MG_External::GLES::glUseProgram(0);
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}
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@@ -530,9 +530,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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GL_STREAM_DRAW);
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MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Bind samplers
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m_isInitialized = true;
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MGLOG_D("Program sync completed. Backend ID: %u", m_backendProgramId);
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}
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