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authorDalai Felinto <dfelinto@gmail.com>2018-06-07 20:40:08 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-06-07 20:40:08 +0300
commit56f2293a51d8ec572325f2581c7decb3cf2f8419 (patch)
tree4a1727a50a1c5421bb91aaf51522247d87c4c295 /source/blender
parente5bc37eb5eff9d98a9ed6861be344ee05e586173 (diff)
GLSL: No need to extract the UBO dynamic inputs
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c6
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);