- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.

This commit is contained in:
Christoph Oelckers 2018-10-28 11:54:26 +01:00
commit a1fb1f60f4
13 changed files with 74 additions and 147 deletions

View file

@ -966,9 +966,9 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
if (step.Uniforms.Size > 0)
{
if (!shader->Uniforms)
shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
shader->Uniforms->SetData(step.Uniforms.Data);
shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false));
shader->Uniforms->SetData(step.Uniforms.Size, step.Uniforms.Data);
shader->Uniforms->BindBase();
}
// Set shader