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authorbunnei <bunneidev@gmail.com>2015-11-18 22:20:12 -0500
committerbunnei <bunneidev@gmail.com>2015-11-18 22:20:12 -0500
commitac829f87e0d32c693b333a35be823878a9b7d178 (patch)
treef14c20303507dbf6e3606761a077c699cbe26b74 /src/video_core/renderer_opengl/gl_state.h
parentf971aceac39b643765c45dfb25827e7ea689bb67 (diff)
parent823ce62f2fead8e436c2c916ed7ce5c8b949d1c6 (diff)
Merge pull request #1237 from Subv/ubos
Shaders: Use UBOs instead of individual uniforms in the generated frag shaders
Diffstat (limited to 'src/video_core/renderer_opengl/gl_state.h')
-rw-r--r--src/video_core/renderer_opengl/gl_state.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 668b04259..84b3d49bc 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -64,6 +64,7 @@ public:
GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
+ GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
bool shader_dirty;
} draw;