diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-10 15:52:20 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-10 15:52:20 -0600 |
| commit | c678172f3212b90ac394359b2be732e76a2bc39c (patch) | |
| tree | 7997dc09a5c58fbe1c064347820bcb029944b06c /Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | |
| parent | 97c3c156e61b9e8c4882ead53647b554f606dd16 (diff) | |
Make sure our UBO buffers are always aligned correctly.
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index 562843ebb1..c62016a853 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -164,20 +164,26 @@ namespace OGL } void ProgramShaderCache::Init(void) { + // We have to get the UBO alignment here because + // if we generate a buffer that isn't aligned + // then the UBO will fail. + GLint Align; + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align); + glGenBuffers(2, UBOBuffers); glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[0]); // We multiply by *4*4 because we need to get down to basic machine units. // So multiply by four to get how many floats we have from vec4s // Then once more to get bytes - glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, (C_PENVCONST_END * 4 * 4) - (C_PENVCONST_END * 4 * 4 % Align) + Align, NULL, GL_DYNAMIC_DRAW); // Now bind the buffer to the index point // We know PS is 0 since we have it statically set in the shader glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[0]); // Repeat for VS shader glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]); - glBufferData(GL_UNIFORM_BUFFER, 1024 * 1024, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, (C_VENVCONST_END * 4 * 4) - (C_VENVCONST_END * 4 * 4 % Align) + Align, NULL, GL_DYNAMIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]); } void ProgramShaderCache::Shutdown(void) |
