SL-17967 - block layout binding acceptable to apple
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3cf349c4fa
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88e1740d20
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@ -965,6 +965,14 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
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}
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//........................................................................................................................................
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if (mFeatures.hasReflectionProbes) // Set up block binding, in a way supported by Apple (rather than binding = 1 in .glsl).
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{ // See slide 35 and more of https://docs.huihoo.com/apple/wwdc/2011/session_420__advances_in_opengl_for_mac_os_x_lion.pdf
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static const GLuint BLOCKBINDING = 1; //picked by us
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//Get the index, similar to a uniform location
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GLuint UBOBlockIndex = glGetUniformBlockIndex(mProgramObject, "UBO");
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//Set this index to a binding index
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glUniformBlockBinding(mProgramObject, UBOBlockIndex, BLOCKBINDING);
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}
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unbind();
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LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
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@ -32,7 +32,7 @@
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uniform samplerCubeArray reflectionProbes;
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layout (std140, binding = 1) uniform ReflectionProbes
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layout (std140) uniform ReflectionProbes
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{
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// list of OBBs for user override probes
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// box is a set of 3 planes outward facing planes and the depth of the box along that plane
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@ -33,7 +33,7 @@
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uniform samplerCubeArray reflectionProbes;
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uniform samplerCubeArray irradianceProbes;
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layout (std140, binding = 1) uniform ReflectionProbes
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layout (std140) uniform ReflectionProbes
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{
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// list of OBBs for user override probes
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// box is a set of 3 planes outward facing planes and the depth of the box along that plane
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