Reuse bindProgram in OGLESShaderRenderer
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				| @ -688,21 +688,10 @@ public class OGLESShaderRenderer implements Renderer { | |||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     protected void updateUniform(Shader shader, Uniform uniform) { |     protected void updateUniform(Shader shader, Uniform uniform) { | ||||||
|         int shaderId = shader.getId(); |  | ||||||
| 
 |  | ||||||
|         assert uniform.getName() != null; |         assert uniform.getName() != null; | ||||||
|         assert shader.getId() > 0; |         assert shader.getId() > 0; | ||||||
| 
 | 
 | ||||||
|         if (context.boundShaderProgram != shaderId) { |         bindProgram(shader); | ||||||
|             GLES20.glUseProgram(shaderId); |  | ||||||
|             RendererUtil.checkGLError(); |  | ||||||
| 
 |  | ||||||
|             statistics.onShaderUse(shader, true); |  | ||||||
|             boundShader = shader; |  | ||||||
|             context.boundShaderProgram = shaderId; |  | ||||||
|         } else { |  | ||||||
|             statistics.onShaderUse(shader, false); |  | ||||||
|         } |  | ||||||
| 
 | 
 | ||||||
|         int loc = uniform.getLocation(); |         int loc = uniform.getLocation(); | ||||||
|         if (loc == -1) { |         if (loc == -1) { | ||||||
|  | |||||||
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