- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
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13 changed files with 74 additions and 147 deletions
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@ -966,9 +966,9 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
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if (step.Uniforms.Size > 0)
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{
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if (!shader->Uniforms)
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shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
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shader->Uniforms->SetData(step.Uniforms.Data);
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shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
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shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false));
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shader->Uniforms->SetData(step.Uniforms.Size, step.Uniforms.Data);
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shader->Uniforms->BindBase();
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}
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// Set shader
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