Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix tex unit assignment to std::optional type #1695

Merged
merged 1 commit into from
Oct 6, 2024

Conversation

heinezen
Copy link
Member

@heinezen heinezen commented Oct 5, 2024

Fixes a small bug in the storage of the texture to tex unit bindings in the shader program.

auto &tex_value = *this->textures_per_texunits[tex_unit_id];
tex_value = tex;
break;

The current code (see above) assumes that there always exists a binding from tex unit to texture and the std::optional type always contains a value. However, this is not always the case, e.g. when the shader is first initialized and no textures have been bound yet. We also wouldn't need to use std::optional then, don't we?

@heinezen heinezen added area: renderer Concerns our graphics renderer lang: c++ Done in C++ code bugfix Restores intended behavior labels Oct 5, 2024
@heinezen heinezen requested a review from TheJJ October 5, 2024 22:43
@heinezen heinezen force-pushed the fix/texunit_binding branch from dbc1804 to 65af9a8 Compare October 5, 2024 22:43
@heinezen heinezen force-pushed the fix/texunit_binding branch from 65af9a8 to 03c1592 Compare October 5, 2024 22:45
@TheJJ TheJJ merged commit fb88dfc into SFTtech:master Oct 6, 2024
13 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: renderer Concerns our graphics renderer bugfix Restores intended behavior lang: c++ Done in C++ code
Projects
Status: ✅ Done
Development

Successfully merging this pull request may close these issues.

2 participants