// Map binding# to sampler location
const auto& reflection = !newProgram ? currentProgram->GetReflection() : newProgram->GetReflection();
const auto& samplers = reflection.GetSamplers();
+
+ uint32_t currentSampler = 0;
+ uint32_t currentElement = 0;
+
+ // @warning Assume that binding.binding is strictly linear in the same order as mCurrentTextureBindings
+ // elements. This avoids having to sort the bindings.
for(const auto& binding : mImpl->mCurrentTextureBindings)
{
auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
// Texture may not have been initialized yet...(tbm_surface timing issue?)
if(!texture->GetGLTexture())
{
- // Attempt to reinitialize
- // @todo need to put this somewhere else where it isn't const.
- // Maybe post it back on end of initialize queue if initialization fails?
texture->InitializeResource();
}
// Warning, this may cause glWaitSync to occur on the GPU.
dependencyChecker.CheckNeedsSync(this, texture);
-
texture->Bind(binding);
-
- texture->Prepare(); // @todo also non-const.
-
- if(binding.binding < samplers.size()) // binding maps to texture unit. (texture bindings should also be in binding order)
+ texture->Prepare();
+
+ // @warning Assume that location of array elements is sequential.
+ // @warning GL does not guarantee this, but in practice, it is.
+ gl.Uniform1i(samplers[currentSampler].location + currentElement,
+ samplers[currentSampler].offset + currentElement);
+ ++currentElement;
+ if(currentElement >= samplers[currentSampler].elementCount)
+ {
+ ++currentSampler;
+ currentElement = 0;
+ }
+ if(currentSampler >= samplers.size())
{
- // Offset is set to the lexical offset within the frag shader, map it to the texture unit
- // @todo Explicitly set the texture unit through the graphics interface
- gl.Uniform1i(samplers[binding.binding].location, samplers[binding.binding].offset);
+ // Don't bind more textures than there are active samplers.
+ break;
}
}