/// <summary> /// Applies the specified parameter values to all currently active shaders. /// </summary> /// <param name="sharedParams"></param> /// <seealso cref="RetrieveActiveShaders"/> private void SetupSharedParameters(ShaderParameterCollection sharedParams) { this.sharedSamplerBindings = 0; this.sharedShaderParameters.Clear(); if (sharedParams == null) { return; } foreach (NativeShaderProgram shader in this.activeShaders) { NativeShaderProgram.Bind(shader); ShaderFieldInfo[] varInfo = shader.Fields; NativeShaderProgram.FieldLocation[] locations = shader.FieldLocations; // Setup shared sampler bindings and uniform data for (int i = 0; i < varInfo.Length; i++) { ref ShaderFieldInfo field = ref varInfo[i]; if (field.Scope == ShaderFieldScope.Attribute) { continue; } if (field.Type == ShaderFieldType.Sampler2D) { ContentRef <Texture> texRef; if (!sharedParams.TryGetInternal(field.Name, out texRef)) { continue; } NativeTexture.Bind(texRef, this.sharedSamplerBindings); GL.Uniform1i(locations[i].Uniform, this.sharedSamplerBindings); this.sharedSamplerBindings++; } else { float[] data; if (!sharedParams.TryGetInternal(field.Name, out data)) { continue; } NativeShaderProgram.SetUniform(ref field, locations[i].Uniform, data); } this.sharedShaderParameters.Add(field.Name); } }
public static void Bind(NativeShaderProgram prog) { if (curBound == prog) { return; } if (prog == null) { GraphicsBackend.GL.UseProgram(null); curBound = null; } else { GraphicsBackend.GL.UseProgram(prog.Handle); curBound = prog; } }