@@ -231,6 +231,12 @@ GLShaderManager::~GLShaderManager()
231231= default ;
232232
233233void GLShaderManager::FreeAll () {
234+ for ( const std::unique_ptr<GLShader>& shader : _shaders ) {
235+ if ( shader.get ()->uniformStorage ) {
236+ Z_Free ( shader.get ()->uniformStorage );
237+ }
238+ }
239+
234240 _shaders.clear ();
235241
236242 deformShaderCount = 0 ;
@@ -249,8 +255,8 @@ void GLShaderManager::FreeAll() {
249255 Z_Free ( program.uniformBlockIndexes );
250256 }
251257
252- if ( program.uniformFirewall ) {
253- Z_Free ( program.uniformFirewall );
258+ if ( program.uniformStorage ) {
259+ Z_Free ( program.uniformStorage );
254260 }
255261 }
256262
@@ -279,7 +285,7 @@ void GLShaderManager::UpdateShaderProgramUniformLocations( GLShader* shader, Sha
279285 shaderProgram->uniformLocations = ( GLint* ) Z_Malloc ( sizeof ( GLint ) * numUniforms );
280286
281287 // create buffer for uniform firewall
282- shaderProgram->uniformFirewall = ( byte * ) Z_Malloc ( uniformSize );
288+ shaderProgram->uniformStorage = ( uint32_t * ) Z_Malloc ( uniformSize );
283289
284290 // update uniforms
285291 for (GLUniform *uniform : shader->_uniforms )
@@ -1279,10 +1285,16 @@ void GLShaderManager::InitShader( GLShader* shader ) {
12791285 for ( std::size_t i = 0 ; i < shader->_uniforms .size (); i++ ) {
12801286 GLUniform* uniform = shader->_uniforms [i];
12811287 uniform->SetLocationIndex ( i );
1282- uniform->SetFirewallIndex ( shader->_uniformStorageSize );
1283- shader->_uniformStorageSize += uniform->GetSize ();
1288+ uniform->SetUniformStorageOffset ( shader->_uniformStorageSize );
1289+
1290+ const uint32_t size = uniform->_components ? uniform->_std430Size * uniform->_components : uniform->_std430Size ;
1291+ shader->_uniformStorageSize += size;
12841292 }
12851293
1294+ shader->_uniformStorageSize *= sizeof ( uint32_t );
1295+
1296+ shader->uniformStorage = ( uint32_t * ) Z_Malloc ( shader->_uniformStorageSize );
1297+
12861298 for ( std::size_t i = 0 ; i < shader->_uniformBlocks .size (); i++ ) {
12871299 GLUniformBlock* uniformBlock = shader->_uniformBlocks [i];
12881300 uniformBlock->SetLocationIndex ( i );
@@ -2145,10 +2157,6 @@ bool GLCompileMacro_USE_BSP_SURFACE::HasConflictingMacros(size_t permutation, co
21452157 return false ;
21462158}
21472159
2148- uint32_t * GLUniform::WriteToBuffer ( uint32_t * buffer ) {
2149- return buffer;
2150- }
2151-
21522160void GLShader::RegisterUniform ( GLUniform* uniform ) {
21532161 _uniforms.push_back ( uniform );
21542162}
@@ -2203,7 +2211,7 @@ GLuint GLShaderManager::SortUniforms( std::vector<GLUniform*>& uniforms ) {
22032211 }
22042212
22052213 if ( alignmentConsume & 3 ) {
2206- tmpUniform->_std430Size += alignmentConsume;
2214+ tmpUniform->_nextUniformOffset += alignmentConsume;
22072215 }
22082216
22092217 if ( uniforms.size () ) {
@@ -2453,6 +2461,8 @@ void GLShader::WriteUniformsToBuffer( uint32_t* buffer, const Mode mode, const i
24532461 bufPtr = uniform->WriteToBuffer ( bufPtr );
24542462 }
24552463 }
2464+
2465+ uniformsUpdated = false ;
24562466}
24572467
24582468GLShader_generic::GLShader_generic () :
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