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author | Dalai Felinto <dfelinto@gmail.com> | 2018-06-07 20:40:08 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-06-07 20:40:08 +0300 |
commit | 56f2293a51d8ec572325f2581c7decb3cf2f8419 (patch) | |
tree | 4a1727a50a1c5421bb91aaf51522247d87c4c295 /source/blender/gpu | |
parent | e5bc37eb5eff9d98a9ed6861be344ee05e586173 (diff) |
GLSL: No need to extract the UBO dynamic inputs
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 91d0d9dbecc..76ecf411143 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1162,8 +1162,12 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB if (input->bindtex) extract = 1; } - else if (input->dynamicvec) + else if (input->dynamictype == GPU_DYNAMIC_UBO) { + /* Don't extract UBOs */ + } + else if (input->dynamicvec) { extract = 1; + } if (extract) input->shaderloc = GPU_shader_get_uniform(shader, input->shadername); |