gl_shader_manager: Implement SetShaderSamplerBindings.

This commit is contained in:
bunnei 2018-04-08 00:36:19 -04:00
parent beddc8afd2
commit 0ca8fce9d0

View file

@ -38,6 +38,14 @@ void SetShaderSamplerBindings(GLuint shader) {
cur_state.Apply();
// Set the texture samplers to correspond to different texture units
for (u32 texture = 0; texture < 32; ++texture) {
// Set the texture samplers to correspond to different texture units
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str());
if (uniform_tex != -1) {
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
}
}
cur_state.draw.shader_program = old_program;
cur_state.Apply();