From: Kimmo Hoikka Date: Fri, 13 Feb 2015 13:47:11 +0000 (+0000) Subject: Dont bind effect texture unless its actually used X-Git-Tag: submit/tizen/20150217.020310~1 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=be3838eb9cff00bed58b37de5bbb481f8c3a89a4;p=platform%2Fcore%2Fuifw%2Fdali-core.git Dont bind effect texture unless its actually used Change-Id: Ie7338dee44422b3a6929fabc8283018e27682296 --- diff --git a/dali/internal/render/shaders/shader.cpp b/dali/internal/render/shaders/shader.cpp index 5d20a67..7c1bdc2 100644 --- a/dali/internal/render/shaders/shader.cpp +++ b/dali/internal/render/shaders/shader.cpp @@ -314,16 +314,16 @@ void Shader::SetUniforms( Context& context, if( mTexture ) { - // got effect texture, bind it to texture unit 1 - mTextureCache->BindTexture( mTexture, mRenderTextureId, GL_TEXTURE_2D, TEXTURE_UNIT_SHADER); - - // Just apply the default sampling options for now - mTexture->ApplySampler( TEXTURE_UNIT_SHADER, ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ); - - // get effect sampler uniform + // if effect sampler uniform used by the program ? const GLint loc = program.GetUniformLocation( Program::UNIFORM_EFFECT_SAMPLER ); if( Program::UNIFORM_UNKNOWN != loc ) { + // got effect texture, bind it to texture unit 1 + mTextureCache->BindTexture( mTexture, mRenderTextureId, GL_TEXTURE_2D, TEXTURE_UNIT_SHADER); + + // Apply the default sampling options for now + mTexture->ApplySampler( TEXTURE_UNIT_SHADER, ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ); + DALI_PRINT_UNIFORM( debugStream, bufferIndex, "sEffect", TEXTURE_UNIT_SHADER ); // set the uniform program.SetUniform1i( loc, TEXTURE_UNIT_SHADER );