Commit 71cc91fc by Jamie Madill

Remove an assert statement to do with uniforms and element indexes.

This assert could trigger false positives on sampler types. We should eventually replace our uniform handling logic with something more consistent with D3D11's "everything is a constant buffer" model. TRAC #23749 Signed-off-by: Shannon Woods Signed-off-by: Nicolas Capens
parent 5925a4e4
...@@ -1455,14 +1455,8 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra ...@@ -1455,14 +1455,8 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
{ {
unsigned int componentCount = (4 - uniform->registerElement); unsigned int componentCount = (4 - uniform->registerElement);
// we always assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
// overwrite previously written regions of memory. // overwrite previously written regions of memory.
if (uniformIndex > 0)
{
gl::Uniform *previousUniform = (*uniformArray)[uniformIndex-1];
ASSERT(!uniform->isReferencedByVertexShader() || previousUniform->vsRegisterIndex != uniform->vsRegisterIndex || uniform->registerElement > previousUniform->registerElement);
ASSERT(!uniform->isReferencedByFragmentShader() || previousUniform->psRegisterIndex != uniform->psRegisterIndex || uniform->registerElement > previousUniform->registerElement);
}
if (uniform->isReferencedByVertexShader() && mapVS) if (uniform->isReferencedByVertexShader() && mapVS)
{ {
......
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