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Shaders: properly mark GL::Buffer targets to fix tests on WebGL.

Unnecessary annoyance, ugh.
pull/601/head
Vladimír Vondruš 3 years ago
parent
commit
621a502f00
  1. 20
      src/Magnum/Shaders/Test/FlatGLTest.cpp
  2. 10
      src/Magnum/Shaders/Test/PhongGLTest.cpp

20
src/Magnum/Shaders/Test/FlatGLTest.cpp

@ -3453,7 +3453,7 @@ template<FlatGL2D::Flag flag> void FlatGLTest::renderInstanced2D() {
};
circle
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceData}, 1, 0,
FlatGL2D::TransformationMatrix{},
FlatGL2D::Color3{},
#ifndef MAGNUM_TARGET_GLES2
@ -3779,7 +3779,7 @@ template<FlatGL3D::Flag flag> void FlatGLTest::renderInstanced3D() {
};
sphere
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceData}, 1, 0,
FlatGL3D::TransformationMatrix{},
FlatGL3D::Color3{},
#ifndef MAGNUM_TARGET_GLES2
@ -4109,11 +4109,11 @@ template<FlatGL2D::Flag flag> void FlatGLTest::renderInstancedSkinning2D() {
GL::Mesh mesh{MeshPrimitive::TriangleStrip};
mesh.setCount(4)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
FlatGL2D::Position{},
FlatGL2D::JointIds{FlatGL2D::JointIds::Components::Three},
FlatGL2D::Weights{FlatGL2D::Weights::Components::Three})
.addVertexBufferInstanced(GL::Buffer{instanceTransformations}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceTransformations}, 1, 0,
FlatGL2D::TransformationMatrix{})
.setInstanceCount(3);
@ -4237,11 +4237,11 @@ template<FlatGL2D::Flag flag> void FlatGLTest::renderInstancedSkinning3D() {
GL::Mesh mesh{MeshPrimitive::TriangleStrip};
mesh.setCount(4)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
FlatGL3D::Position{},
FlatGL3D::JointIds{FlatGL3D::JointIds::Components::Three},
FlatGL3D::Weights{FlatGL3D::Weights::Components::Three})
.addVertexBufferInstanced(GL::Buffer{instanceTransformations}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceTransformations}, 1, 0,
FlatGL3D::TransformationMatrix{})
.setInstanceCount(3);
@ -5077,11 +5077,11 @@ void FlatGLTest::renderMultiSkinning2D() {
GL::Mesh mesh{MeshPrimitive::Triangles};
mesh.setCount(12)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
FlatGL2D::Position{},
FlatGL2D::JointIds{FlatGL2D::JointIds::Components::Two},
FlatGL2D::Weights{FlatGL2D::Weights::Components::Two})
.setIndexBuffer(GL::Buffer{indices}, 0, MeshIndexType::UnsignedInt);
.setIndexBuffer(GL::Buffer{GL::Buffer::TargetHint::ElementArray, indices}, 0, MeshIndexType::UnsignedInt);
GL::MeshView square{mesh};
square.setCount(6);
GL::MeshView triangle1{mesh};
@ -5313,11 +5313,11 @@ void FlatGLTest::renderMultiSkinning3D() {
GL::Mesh mesh{MeshPrimitive::Triangles};
mesh.setCount(12)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
FlatGL3D::Position{},
FlatGL3D::JointIds{FlatGL3D::JointIds::Components::Two},
FlatGL3D::Weights{FlatGL3D::Weights::Components::Two})
.setIndexBuffer(GL::Buffer{indices}, 0, MeshIndexType::UnsignedInt);
.setIndexBuffer(GL::Buffer{GL::Buffer::TargetHint::ElementArray, indices}, 0, MeshIndexType::UnsignedInt);
GL::MeshView square{mesh};
square.setCount(6);
GL::MeshView triangle1{mesh};

10
src/Magnum/Shaders/Test/PhongGLTest.cpp

@ -4191,7 +4191,7 @@ template<PhongGL::Flag flag> void PhongGLTest::renderInstanced() {
};
sphere
.addVertexBufferInstanced(GL::Buffer{instanceData}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceData}, 1, 0,
PhongGL::TransformationMatrix{},
PhongGL::NormalMatrix{},
PhongGL::Color3{},
@ -4605,11 +4605,11 @@ template<PhongGL::Flag flag> void PhongGLTest::renderInstancedSkinning() {
GL::Mesh mesh{MeshPrimitive::TriangleStrip};
mesh.setCount(4)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
PhongGL::Position{},
PhongGL::JointIds{PhongGL::JointIds::Components::Three},
PhongGL::Weights{PhongGL::Weights::Components::Three})
.addVertexBufferInstanced(GL::Buffer{instanceTransformations}, 1, 0,
.addVertexBufferInstanced(GL::Buffer{GL::Buffer::TargetHint::Array, instanceTransformations}, 1, 0,
PhongGL::TransformationMatrix{})
.setInstanceCount(3);
@ -5148,11 +5148,11 @@ void PhongGLTest::renderMultiSkinning() {
GL::Mesh mesh{MeshPrimitive::Triangles};
mesh.setCount(12)
.addVertexBuffer(GL::Buffer{vertices}, 0,
.addVertexBuffer(GL::Buffer{GL::Buffer::TargetHint::Array, vertices}, 0,
PhongGL::Position{},
PhongGL::JointIds{PhongGL::JointIds::Components::Two},
PhongGL::Weights{PhongGL::Weights::Components::Two})
.setIndexBuffer(GL::Buffer{indices}, 0, MeshIndexType::UnsignedInt);
.setIndexBuffer(GL::Buffer{GL::Buffer::TargetHint::ElementArray, indices}, 0, MeshIndexType::UnsignedInt);
GL::MeshView square{mesh};
square.setCount(6);
GL::MeshView triangle1{mesh};

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