Move UBO bindings into Program shared state.
Sharing the bindings with the Impl (read-only) allows us to clean out
the applyUniformBuffers method from the Impl class, and make it D3D-
only.
BUG=angleproject:1123
Change-Id: Icb51a90cb227bbbdd83319ea308b68aa1c4c325e
Reviewed-on: https://chromium-review.googlesource.com/293824
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Program.cpp b/src/libANGLE/Program.cpp
index d886d40..8877fdf 100644
--- a/src/libANGLE/Program.cpp
+++ b/src/libANGLE/Program.cpp
@@ -972,11 +972,6 @@
return mProgram->applyUniforms();
}
-Error Program::applyUniformBuffers(const gl::Data &data)
-{
- return mProgram->applyUniformBuffers(data, mUniformBlockBindings);
-}
-
void Program::flagForDeletion()
{
mDeleteStatus = true;
@@ -1116,19 +1111,19 @@
void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
- mUniformBlockBindings[uniformBlockIndex] = uniformBlockBinding;
+ mData.mUniformBlockBindings[uniformBlockIndex] = uniformBlockBinding;
}
GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
{
- return mUniformBlockBindings[uniformBlockIndex];
+ return mData.getUniformBlockBinding(uniformBlockIndex);
}
void Program::resetUniformBlockBindings()
{
for (unsigned int blockId = 0; blockId < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; blockId++)
{
- mUniformBlockBindings[blockId] = 0;
+ mData.mUniformBlockBindings[blockId] = 0;
}
}