Use the count parameter to store all the uniform vectors, not just the first one.
Change-Id: Ib56d859051f0b895de5c12ffa371cd4b2b65ac0b
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aa860f12d4
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@ -297,14 +297,18 @@ void fixup_glShaderSource(GLMessage *glmsg, void *pointersToFixup[]) {
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arg_strpp->add_charvalue(src);
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}
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void fixup_glUniformGenericInteger(int argIndex, int nIntegers, GLMessage *glmsg,
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void fixup_glUniformGenericInteger(int argIndex, int nElemsPerVector, GLMessage *glmsg,
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void *pointersToFixup[]) {
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/* void glUniform?iv(GLint location, GLsizei count, const GLint *value); */
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fixup_GenericIntArray(argIndex, nIntegers, glmsg, pointersToFixup[0]);
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GLMessage_DataType arg_count = glmsg->args(1);
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int n_vectors = arg_count.intvalue(0);
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fixup_GenericIntArray(argIndex, nElemsPerVector * n_vectors, glmsg, pointersToFixup[0]);
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}
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void fixup_glUniformGeneric(int argIndex, int nFloats, GLMessage *glmsg, void *src) {
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fixup_GenericFloatArray(argIndex, nFloats, glmsg, src);
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void fixup_glUniformGeneric(int argIndex, int nElemsPerVector, GLMessage *glmsg, void *src) {
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GLMessage_DataType arg_count = glmsg->args(1);
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int n_vectors = arg_count.intvalue(0);
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fixup_GenericFloatArray(argIndex, nElemsPerVector * n_vectors, glmsg, src);
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}
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void fixup_glUniformMatrixGeneric(int matrixSize, GLMessage *glmsg, void *pointersToFixup[]) {
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