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Revision 78ff6ea9

Added by Leszek Koltunski over 3 years ago

Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
38 38

  
39 39
  private static final int INDEX = EffectType.VERTEX.ordinal();
40 40

  
41
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
42
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
43
  private static int[] mPropertiesH = new int[MAIN_VARIANTS];
44
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
41
  private final static int[] mNumEffectsH   = new int[MAIN_VARIANTS];
42
  private final static int[] mInflateH      = new int[MAIN_VARIANTS];
43
  private final static int[] mUniformsH     = new int[MAIN_VARIANTS];
44
  private final static int[] mPropBlockIndex= new int[MAIN_VARIANTS];
45 45

  
46 46
///////////////////////////////////////////////////////////////////////////////////////////////////
47 47
   
......
61 61

  
62 62
  static void uniforms(int mProgramH, int variant)
63 63
    {
64
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
65
    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
66
    mPropertiesH[variant]= GLES30.glGetUniformLocation( mProgramH, "vProperties");
67
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
64
    mNumEffectsH[variant]    = GLES30.glGetUniformLocation  ( mProgramH, "vNumEffects");
65
    mInflateH[variant]       = GLES30.glGetUniformLocation  ( mProgramH, "u_Inflate");
66
    mUniformsH[variant]      = GLES30.glGetUniformLocation  ( mProgramH, "vUniforms");
67
    mPropBlockIndex[variant] = GLES30.glGetUniformBlockIndex( mProgramH, "vUniformProperties");
68 68
    }
69 69

  
70 70
///////////////////////////////////////////////////////////////////////////////////////////////////
......
96 96
 *
97 97
 * @y.exclude
98 98
 */
99
  public void send(float inflate, int variant)
99
  public void send(float inflate, int programH, int variant)
100 100
    {
101 101
    GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
102 102
    GLES30.glUniform1f( mInflateH[variant]   , inflate    );
103 103

  
104 104
    if( mNumEffects>0 )
105 105
      {
106
      GLES30.glUniform4iv( mPropertiesH[variant],                       mNumEffects, mIntUniforms   , 0);
106
      int index = mUBP.getIndex();
107
      GLES30.glBindBufferBase(GLES30.GL_UNIFORM_BUFFER, PROP_VERT_UBO_BINDING, index);
108
      GLES30.glUniformBlockBinding(programH, mPropBlockIndex[variant], PROP_VERT_UBO_BINDING);
107 109
      GLES30.glUniform4fv( mUniformsH[variant]  ,(NUM_FLOAT_UNIFORMS/4)*mNumEffects, mFloatUniforms , 0);
108 110
      }
109 111
    }

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