GWN: Query builtin uniform at shader creation.

This avoids having non null entries in shaderface->builtin_uniforms and a redundant check.
This commit is contained in:
Clément Foucault 2018-02-26 20:50:11 +01:00
parent 3cc4070a30
commit be284c82d4
1 changed files with 9 additions and 8 deletions

View File

@ -265,6 +265,14 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(GLint program)
#endif
}
// Builtin Uniforms
for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u)
{
const char* builtin_name = BuiltinUniform_name(u);
if (glGetUniformLocation(program, builtin_name) != -1)
add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name);
}
// Batches ref buffer
shaderface->batches_ct = GWN_SHADERINTERFACE_REF_ALLOC_COUNT;
shaderface->batches = calloc(shaderface->batches_ct, sizeof(Gwn_Batch*));
@ -309,14 +317,7 @@ const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInter
assert(builtin != GWN_UNIFORM_CUSTOM);
assert(builtin != GWN_NUM_UNIFORMS);
#endif
const Gwn_ShaderInput* input = shaderface->builtin_uniforms[builtin];
// If input is not found add it so it's found next time.
if (input == NULL)
input = add_uniform((Gwn_ShaderInterface*)shaderface, BuiltinUniform_name(builtin));
return (input->location != -1) ? input : NULL;
return shaderface->builtin_uniforms[builtin];
}
const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* shaderface, const char* name)