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Go simple with a a true map for the unifrom mappings
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2 changed files with 6 additions and 1 deletions
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@ -462,6 +462,9 @@ void GLBackend::resetStages() {
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#define ADD_COMMAND_GL(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
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// THis will be used in the next PR
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// #define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc)
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void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) {
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// clean the cache on the texture unit we are going to use so the next call to setResourceTexture() at the same slot works fine
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@ -182,7 +182,9 @@ public:
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}
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GLint getUniformLocation(GLint srcLoc) {
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return _uniformMappings[Mono][srcLoc];
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return srcLoc;
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// THIS will be used in the next PR
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// return _uniformMappings[Mono][srcLoc];
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}
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};
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