Caches the location of generic uniforms
TRAC #12215
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
Author: Shannon Woods
git-svn-id: https://angleproject.googlecode.com/svn/trunk@298 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index a10615f..942e0b8 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1703,27 +1703,27 @@
{
Program *programObject = getCurrentProgram();
- GLint halfPixelSize = programObject->getUniformLocation("dx_HalfPixelSize");
+ GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
GLfloat xy[2] = {1.0f / viewport.Width, 1.0f / viewport.Height};
programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
- GLint window = programObject->getUniformLocation("dx_Window");
+ GLint window = programObject->getDxWindowLocation();
GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
(float)mState.viewportX + mState.viewportWidth / 2.0f,
(float)mState.viewportY + mState.viewportHeight / 2.0f};
programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
- GLint depth = programObject->getUniformLocation("dx_Depth");
+ GLint depth = programObject->getDxDepthLocation();
GLfloat dz[2] = {(mState.zFar - mState.zNear) / 2.0f, (mState.zNear + mState.zFar) / 2.0f};
programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
- GLint near = programObject->getUniformLocation("gl_DepthRange.near");
+ GLint near = programObject->getDepthRangeNearLocation();
programObject->setUniform1fv(near, 1, &mState.zNear);
- GLint far = programObject->getUniformLocation("gl_DepthRange.far");
+ GLint far = programObject->getDepthRangeFarLocation();
programObject->setUniform1fv(far, 1, &mState.zFar);
- GLint diff = programObject->getUniformLocation("gl_DepthRange.diff");
+ GLint diff = programObject->getDepthRangeDiffLocation();
GLfloat zDiff = mState.zFar - mState.zNear;
programObject->setUniform1fv(diff, 1, &zDiff);
}
@@ -1737,11 +1737,11 @@
IDirect3DDevice9 *device = getDevice();
Program *programObject = getCurrentProgram();
- GLint frontCCW = programObject->getUniformLocation("dx_FrontCCW");
+ GLint frontCCW = programObject->getDxFrontCCWLocation();
GLint ccw = (mState.frontFace == GL_CCW);
programObject->setUniform1iv(frontCCW, 1, &ccw);
- GLint pointsOrLines = programObject->getUniformLocation("dx_PointsOrLines");
+ GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
GLint alwaysFront = !isTriangleMode(drawMode);
programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);