[Bf-blender-cvs] [cb59ef10320] master: OCIO: GLSL: Avoid undefined behavior
Clément Foucault
noreply at git.blender.org
Tue Jun 2 16:46:42 CEST 2020
Commit: cb59ef10320e9db95548d9f1586ed7ee7ebafc78
Author: Clément Foucault
Date: Tue Jun 2 12:19:38 2020 +0200
Branches: master
https://developer.blender.org/rBcb59ef10320e9db95548d9f1586ed7ee7ebafc78
OCIO: GLSL: Avoid undefined behavior
Set ubo binding after shaderinterface creation as GPU_shaderinterface_create
will call glUniformBlockBinding.
===================================================================
M intern/opencolorio/ocio_impl_glsl.cc
===================================================================
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 87769a647f6..43416f734c5 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -264,14 +264,14 @@ static void updateGLSLShader(OCIO_GLSLShader *shader,
glUseProgram(shader->program);
- /* Set UBO binding location. */
- GLuint index = glGetUniformBlockIndex(shader->program, "OCIO_GLSLCurveMappingParameters");
- glUniformBlockBinding(shader->program, index, UBO_BIND_LOC);
-
/* TODO(fclem) Remove this. Make caller always assume viewport space and
* specify texco via vertex attribs. */
shader->interface = GPU_shaderinterface_create(shader->program);
+ /* Set UBO binding location. */
+ GLuint index = glGetUniformBlockIndex(shader->program, "OCIO_GLSLCurveMappingParameters");
+ glUniformBlockBinding(shader->program, index, UBO_BIND_LOC);
+
/* Set texture bind point uniform once. This is saved by the shader. */
glUniform1i(glGetUniformLocation(shader->program, "image_texture"), 0);
glUniform1i(glGetUniformLocation(shader->program, "lut3d_texture"), 2);
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