Update UBO usages inline with framework changes

This commit is contained in:
Salman Ahmed
2023-03-16 14:06:35 +03:00
parent 15c44a2817
commit 678e8ed736
6 changed files with 14 additions and 13 deletions

View File

@ -306,7 +306,7 @@ namespace osu.Game.Graphics.Backgrounds
};
shader.Bind();
shader.BindUniformBlock("m_BorderData", borderDataBuffer);
shader.BindUniformBlock(@"m_BorderData", borderDataBuffer);
foreach (TriangleParticle particle in parts)
{

View File

@ -249,7 +249,7 @@ namespace osu.Game.Graphics.Backgrounds
};
shader.Bind();
shader.BindUniformBlock("m_BorderData", borderDataBuffer);
shader.BindUniformBlock(@"m_BorderData", borderDataBuffer);
Vector2 relativeSize = Vector2.Divide(triangleSize, size);

View File

@ -59,14 +59,14 @@ namespace osu.Game.Graphics.Sprites
private IUniformBuffer<AnimationData> animationDataBuffer;
protected override void Blit(IRenderer renderer)
protected override void BindUniformResources(IShader shader, IRenderer renderer)
{
base.BindUniformResources(shader, renderer);
animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress };
TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer);
base.Blit(renderer);
shader.BindUniformBlock(@"m_AnimationData", animationDataBuffer);
}
protected override bool CanDrawOpaqueInterior => false;