From bc9ef95643c73838800274be9afd691b542b9f1a Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sat, 7 Jun 2014 00:29:21 -0500 Subject: Support Sampler binding in the shader. In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10. --- Source/Core/VideoBackends/OGL/TextureCache.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp') diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 198ffda169..8b38fca25c 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -346,7 +346,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo TextureCache::TextureCache() { const char *pColorMatrixProg = - "uniform sampler2D samp9;\n" + "SAMPLER_BINDING(9) uniform sampler2D samp9;\n" "uniform vec4 colmat[7];\n" "in vec2 uv0;\n" "out vec4 ocol0;\n" @@ -358,7 +358,7 @@ TextureCache::TextureCache() "}\n"; const char *pDepthMatrixProg = - "uniform sampler2D samp9;\n" + "SAMPLER_BINDING(9) uniform sampler2D samp9;\n" "uniform vec4 colmat[5];\n" "in vec2 uv0;\n" "out vec4 ocol0;\n" @@ -372,7 +372,7 @@ TextureCache::TextureCache() const char *VProgram = "out vec2 uv0;\n" - "uniform sampler2D samp9;\n" + "SAMPLER_BINDING(9) uniform sampler2D samp9;\n" "uniform vec4 copy_position;\n" // left, top, right, bottom "void main()\n" "{\n" -- cgit v1.2.3