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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-09-12 22:02:05 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-09-14 20:41:42 +0200
commitd7d0f4d5a09d23488d4905bd5ae6b3e0f04d17a9 (patch)
tree684cded7f3fdcffd46b8ba1a0d42b78b7fff6462 /src/plugins/platforms/ios/qiosscreen.mm
parent02d5566d681697844206c6f035d8fecc9c31e748 (diff)
rhi: gl: Eliminate duplicate glUniform calls
This can happen when there is a uniform block in the Vulkan shader with an instance name, both in the vertex and fragment shader. The members are mapped to members of a struct uniform in GLSL since we do not use uniform buffers there. Now if there is, for example, "ubuf.opacity" both in the vertex and fragment shader reflection info, then it's still just one single uniform in the GL program, using one location. Registering it twice in our 'uniforms' list is harmless, but wasteful, since it means the uniform value will be set twice upon each setShaderResources(). Change-Id: Ib646eaec333522560d631b3b81800ef610f09319 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/plugins/platforms/ios/qiosscreen.mm')
0 files changed, 0 insertions, 0 deletions