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UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
This commit is contained in:

committed by
Sonicadvance1

parent
904adb9e3d
commit
1f75ee49bf
@ -496,14 +496,15 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
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}
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}
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}
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float f[4] = { f1, f2, f3, f4 };
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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@ -520,8 +521,8 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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@ -538,8 +539,8 @@ void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, co
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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//return;
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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//return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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