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author | Ivo van Dongen <info@ivovandongen.nl> | 2018-04-03 15:59:35 +0300 |
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committer | Tobrun <tobrun@mapbox.com> | 2018-04-10 15:49:01 +0200 |
commit | 46d3756cbd537fdde57f6ec64497b97c6050cb4d (patch) | |
tree | cc5106a5ed7f1755ad771925d7ea11e44f9cbf4d | |
parent | 88d21e17dc218638fad232c050e67797a3c5cb9d (diff) | |
download | qtlocation-mapboxgl-46d3756cbd537fdde57f6ec64497b97c6050cb4d.tar.gz |
[core] re-bind uniform locations after re-linking program
- On some gl implementations the uniform locations are shifted after linking the program a second time, resulting in errors when using any uniform. On some implementations they are actually doubled. Re-binding the uniforms after selectively binding the vertex attributes prevents this.
-rw-r--r-- | src/mbgl/gl/program.hpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/mbgl/gl/program.hpp b/src/mbgl/gl/program.hpp index 3b54ec194a..af02ad3d54 100644 --- a/src/mbgl/gl/program.hpp +++ b/src/mbgl/gl/program.hpp @@ -36,8 +36,13 @@ public: context.createShader(ShaderType::Fragment, fragmentSource))), uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))), attributeLocations(Attributes::bindLocations(program)) { + // Re-link program after manually binding only active attributes in Attributes::bindLocations context.linkProgram(program); + + // We have to re-initialize the uniforms state from the bindings as the uniform locations + // get shifted on some implementations + uniformsState = Uniforms::bindLocations(program); } template <class BinaryProgram> |