added a third batch of GetChars call to FStrings.
This commit is contained in:
parent
89535b803a
commit
c94c63110e
31 changed files with 216 additions and 217 deletions
|
|
@ -107,7 +107,7 @@ void FShaderProgram::CompileShader(ShaderType type)
|
|||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
|
||||
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type].GetChars());
|
||||
|
||||
const FString &patchedCode = mShaderSources[type];
|
||||
int lengths[1] = { (int)patchedCode.Len() };
|
||||
|
|
@ -186,7 +186,7 @@ void FShaderProgram::Link(const char *name)
|
|||
glUseProgram(mProgram);
|
||||
for (auto &uni : samplerstobind)
|
||||
{
|
||||
auto index = glGetUniformLocation(mProgram, uni.first);
|
||||
auto index = glGetUniformLocation(mProgram, uni.first.GetChars());
|
||||
if (index >= 0)
|
||||
{
|
||||
glUniform1i(index, uni.second);
|
||||
|
|
@ -300,8 +300,8 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
|
|||
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
|
||||
|
||||
mShader.reset(new FShaderProgram());
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog.GetChars(), 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog.GetChars(), 330);
|
||||
mShader->Link(program_name);
|
||||
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||
Uniforms.Init();
|
||||
|
|
@ -355,7 +355,7 @@ void FShadowMapShader::Bind()
|
|||
|
||||
mShader.reset(new FShaderProgram());
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
|
||||
mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
|
||||
mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog.GetChars(), 430);
|
||||
mShader->Link("shaders/glsl/shadowmap");
|
||||
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||
Uniforms.Init();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue