protected override void PlatformSetConstantBuffer(int slot, ConstantBuffer cb)
        {
            OpenGLUniformBinding binding = ShaderResourceBindingSlots.GetUniformBindingForSlot(slot);

            if (binding.BlockLocation != -1)
            {
                BindUniformBlock(ShaderSet, slot, binding.BlockLocation, (OpenGLConstantBuffer)cb);
            }
            else
            {
                Debug.Assert(binding.StorageAdapter != null);
                SetUniformLocationDataSlow((OpenGLConstantBuffer)cb, binding.StorageAdapter);
            }
        }
Exemple #2
0
        protected override void PlatformSetConstantBuffer(int slot, ConstantBuffer cb)
        {
            OpenGLESUniformBinding binding = ShaderResourceBindingSlots.GetUniformBindingForSlot(slot);

            ((OpenGLESConstantBuffer)cb).BindToBlock(ShaderSet.ProgramID, binding.BlockLocation, ((OpenGLESConstantBuffer)cb).BufferSize, slot);
            //if (binding.BlockLocation != -1)
            //{
            //    BindUniformBlock(ShaderSet, slot, binding.BlockLocation, (OpenGLESConstantBuffer)cb);
            //}
            //else
            //{
            //    Debug.Assert(binding.StorageAdapter != null);
            //    SetUniformLocationDataSlow((OpenGLESConstantBuffer)cb, binding.StorageAdapter);
            //}
        }