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GLES: Update shader uniforms after apply state #12813

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merged 1 commit into from
Apr 12, 2020

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@unknownbrackets unknownbrackets commented Apr 12, 2020

We may set shaderblend, projmatrix, or depthrange dirty in ApplyDrawState().

These need to update shader uniforms to apply correctly, but we were checking early when applying the vertex shader. There's no benefit to doing it there vs at the fragment shader, and the fragment shader is after ApplyDrawState().

Other backends already check the uniform dirty flags this late.

Fixes the OpenGL issue in #12768, but likely not the freeze. Might fix some depth range issues?

-[Unknown]

We may set shaderblend, projmatrix, or depthrange dirty in
ApplyDrawState().  These need to update shader uniforms to apply
correctly, but we were checking beforehand.
@unknownbrackets unknownbrackets added this to the v1.10.0 milestone Apr 12, 2020
@hrydgard hrydgard merged commit c6cd45e into hrydgard:master Apr 12, 2020
@unknownbrackets unknownbrackets deleted the gles-state branch April 12, 2020 14:01
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