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authorClément Foucault <foucault.clem@gmail.com>2018-03-10 01:50:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-10 04:18:25 +0300
commit41abbc271c58cdbd24a4e919c102e6bd1c7b64b3 (patch)
tree5a58e94486b95db96049c5af4ccdee890ebafdaf /source/blender/gpu
parentdfd8a52cd2e83b350e75cf69ee96d347e921ce26 (diff)
DRW: Change UBOs binding logic.
Use the same logic than textures. Also reset bindings only on shader changes.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 6bf330179d3..73e86c1b391 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -149,7 +149,7 @@ void gpu_extensions_init(void)
else
GG.max_anisotropy = 1.0f;
- glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &GG.maxubobinds);
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
#ifndef NDEBUG