Fix more gl-render-manager problems

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Henrik Rydgård committed 2018-01-27 15:10:17 +01:00
1 parent 51f467a7b3
commit 7e3e652963
6 files changed
+26 -13

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@@ -103,13 +103,16 @@ void FramebufferManagerGLES::CompileDraw2DProgram() {
vs_code = ApplyGLSLPrelude(basic_vs, GL_VERTEX_SHADER);
fs_code = ApplyGLSLPrelude(tex_fs, GL_FRAGMENT_SHADER);
std::vector<GLRShader *> shaders;
GLRShader *vs = render_->CreateShader(GL_VERTEX_SHADER, vs_code);
GLRShader *fs = render_->CreateShader(GL_FRAGMENT_SHADER, fs_code);
shaders.push_back(render_->CreateShader(GL_VERTEX_SHADER, vs_code));
shaders.push_back(render_->CreateShader(GL_FRAGMENT_SHADER, fs_code));
std::vector<GLRProgram::UniformLocQuery> queries;
queries.push_back({ &u_draw2d_tex, "u_tex" });
std::vector<GLRProgram::Initializer> initializers;
initializers.push_back({ &u_draw2d_tex, 0 });
draw2dprogram_ = render_->CreateProgram(shaders, {}, queries, initializers, false);
for (auto shader : shaders)
render_->DeleteShader(shader);
CompilePostShader();
}
}