Fix minor bug where we didn't clear dirtyUniforms if early-outing from UpdateUniform.

This commit is contained in:
Henrik Rydgård 2013-11-13 10:02:58 +01:00
parent 04b338f39e
commit 67ca4419fe

View File

@ -222,8 +222,8 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTrans
if (u_matemissive != -1) availableUniforms |= DIRTY_MATEMISSIVE;
if (u_matspecular != -1) availableUniforms |= DIRTY_MATSPECULAR;
for (int i = 0; i < 4; i++) {
if (u_lightdir[i] != -1 ||
u_lightspecular[i] != -1 ||
if (u_lightdir[i] != -1 ||
u_lightspecular[i] != -1 ||
u_lightpos[i] != -1)
availableUniforms |= DIRTY_LIGHT0 << i;
}
@ -346,6 +346,7 @@ void LinkedShader::stop() {
void LinkedShader::UpdateUniforms(u32 vertType) {
u32 dirty = dirtyUniforms & availableUniforms;
dirtyUniforms = 0;
if (!dirty)
return;
@ -441,7 +442,7 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
bool allDirty = true;
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
if (dirty & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(gstate.boneMatrix + 12 * i, allBones + 16 * i);
} else {
allDirty = false;
@ -453,7 +454,7 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
} else {
// Set them one by one. Could try to coalesce two in a row etc but too lazy.
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
if (dirty & (DIRTY_BONEMATRIX0 << i)) {
glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
}
}
@ -470,19 +471,19 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
#endif
// Lighting
if (dirtyUniforms & DIRTY_AMBIENT) {
if (dirty & DIRTY_AMBIENT) {
SetColorUniform3Alpha(u_ambient, gstate.ambientcolor, gstate.getAmbientA());
}
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
if (dirty & DIRTY_MATAMBIENTALPHA) {
SetColorUniform3Alpha(u_matambientalpha, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
if (dirty & DIRTY_MATDIFFUSE) {
SetColorUniform3(u_matdiffuse, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
if (dirty & DIRTY_MATEMISSIVE) {
SetColorUniform3(u_matemissive, gstate.materialemissive);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
if (dirty & DIRTY_MATSPECULAR) {
SetColorUniform3ExtraFloat(u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
@ -494,7 +495,7 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
float y = gstate_c.lightpos[i][1];
float z = gstate_c.lightpos[i][2];
float len = sqrtf(x*x+y*y+z*z);
if (len == 0.0f)
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
@ -512,8 +513,6 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
if (u_lightspecular[i] != -1) glUniform3fv(u_lightspecular[i], 1, gstate_c.lightColor[2][i]);
}
}
dirtyUniforms = 0;
}
ShaderManager::ShaderManager() : lastShader_(NULL), globalDirty_(0xFFFFFFFF), shaderSwitchDirty_(0) {