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https://github.com/panda3d/panda3d.git
synced 2025-09-30 16:58:40 -04:00
There's no need to relink the program now that we're no longer use glBindAttribLocation
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@ -404,7 +404,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_SAMPLER_1D: {
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Shader::ShaderTexSpec bind;
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bind._id = arg_id;
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bind._name = InternalName::make(param_name);;
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bind._name = InternalName::make(param_name);
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bind._desired_type = Texture::TT_1d_texture;
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bind._stage = texunitno++;
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s->_tex_spec.push_back(bind);
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@ -414,7 +414,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_SAMPLER_2D: {
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Shader::ShaderTexSpec bind;
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bind._id = arg_id;
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bind._name = InternalName::make(param_name);;
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bind._name = InternalName::make(param_name);
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bind._desired_type = Texture::TT_2d_texture;
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bind._stage = texunitno++;
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s->_tex_spec.push_back(bind);
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@ -422,7 +422,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_SAMPLER_3D: {
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Shader::ShaderTexSpec bind;
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bind._id = arg_id;
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bind._name = InternalName::make(param_name);;
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bind._name = InternalName::make(param_name);
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bind._desired_type = Texture::TT_3d_texture;
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bind._stage = texunitno++;
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s->_tex_spec.push_back(bind);
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@ -430,7 +430,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_SAMPLER_CUBE: {
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Shader::ShaderTexSpec bind;
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bind._id = arg_id;
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bind._name = InternalName::make(param_name);;
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bind._name = InternalName::make(param_name);
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bind._desired_type = Texture::TT_cube_map;
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bind._stage = texunitno++;
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s->_tex_spec.push_back(bind);
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@ -453,12 +453,11 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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bind._piece = Shader::SMP_whole;
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bind._func = Shader::SMF_first;
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bind._part[0] = Shader::SMO_mat_constant_x;
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bind._arg[0] = InternalName::make(param_name);;
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bind._arg[0] = InternalName::make(param_name);
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._part[1] = Shader::SMO_identity;
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bind._arg[1] = NULL;
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bind._part[1] = Shader::SMO_identity;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._dep[1] = Shader::SSD_NONE;
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bind._dep[1] = Shader::SSD_NONE;
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s->_mat_spec.push_back(bind);
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continue; }
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case GL_BOOL:
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@ -483,11 +482,11 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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}
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bind._func = Shader::SMF_first;
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bind._part[0] = Shader::SMO_vec_constant_x;
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bind._arg[0] = InternalName::make(param_name);;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._arg[0] = InternalName::make(param_name);
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._part[1] = Shader::SMO_identity;
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bind._arg[1] = NULL;
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bind._dep[1] = Shader::SSD_NONE;
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bind._dep[1] = Shader::SSD_NONE;
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s->_mat_spec.push_back(bind);
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continue; }
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case GL_INT:
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@ -635,18 +634,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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s->_var_spec.push_back(bind);
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}
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}
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// Finally, re-link the program, or otherwise the glBindAttribLocation
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// calls won't have any effect.
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gsg->_glLinkProgram(_glsl_program);
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GLint status;
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gsg->_glGetProgramiv(_glsl_program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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GLCAT.error() << "An error occurred while relinking shader program!\n";
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glsl_report_program_errors(gsg, _glsl_program);
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s->_error_flag = true;
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}
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}
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gsg->report_my_gl_errors();
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