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author | bunnei <bunneidev@gmail.com> | 2018-04-08 06:36:19 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-04-14 05:48:30 +0200 |
commit | 0ca8fce9d0a073ee07818691cbc6534e9af5fc7a (patch) | |
tree | 9c218f72c4d6fcb6cae1a6491580b4036bbe98fd /src | |
parent | gl_rasterizer: Generate shaders and upload uniforms. (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_manager.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_manager.cpp b/src/video_core/renderer_opengl/gl_shader_manager.cpp index a5835f2b1..67f2be056 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.cpp +++ b/src/video_core/renderer_opengl/gl_shader_manager.cpp @@ -38,6 +38,14 @@ void SetShaderSamplerBindings(GLuint shader) { cur_state.Apply(); // Set the texture samplers to correspond to different texture units + for (u32 texture = 0; texture < 32; ++texture) { + // Set the texture samplers to correspond to different texture units + std::string uniform_name = "tex[" + std::to_string(texture) + "]"; + GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str()); + if (uniform_tex != -1) { + glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id); + } + } cur_state.draw.shader_program = old_program; cur_state.Apply(); |