- use a TArray in PPUniforms.
This makes the vast majority of code in that class just go away
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056b2c3a80
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2 changed files with 9 additions and 37 deletions
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@ -966,11 +966,11 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
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auto &shader = GLShaders[step.ShaderName];
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// Set uniforms
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if (step.Uniforms.Size > 0)
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if (step.Uniforms.Data.Size() > 0)
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{
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if (!shader->Uniforms)
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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->SetData(step.Uniforms.Data.Size(), step.Uniforms.Data.Data());
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shader->Uniforms->BindBase();
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}
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