Browse Source

Renamed UniformType enum Int1 to Sampler.

Бранимир Караџић 7 years ago
parent
commit
a54f8a3f81

+ 2 - 2
examples/06-bump/bump.cpp

@@ -142,8 +142,8 @@ public:
 		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
 		// Create texture sampler uniforms.
-		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Int1);
-		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
+		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Sampler);
+		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
 
 		m_numLights = 4;
 		u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);

+ 2 - 2
examples/08-update/update.cpp

@@ -250,8 +250,8 @@ public:
 		}
 
 		// Create texture sampler uniforms.
-		s_texCube  = bgfx::createUniform("s_texCube",  bgfx::UniformType::Int1);
-		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+		s_texCube  = bgfx::createUniform("s_texCube",  bgfx::UniformType::Sampler);
+		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 
 		// Create time uniform.
 		u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);

+ 4 - 4
examples/09-hdr/hdr.cpp

@@ -183,10 +183,10 @@ public:
 		m_meshProgram    = loadProgram("vs_hdr_mesh",    "fs_hdr_mesh");
 		m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
 
-		s_texCube   = bgfx::createUniform("s_texCube",  bgfx::UniformType::Int1);
-		s_texColor  = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
-		s_texLum    = bgfx::createUniform("s_texLum",   bgfx::UniformType::Int1);
-		s_texBlur   = bgfx::createUniform("s_texBlur",  bgfx::UniformType::Int1);
+		s_texCube   = bgfx::createUniform("s_texCube",  bgfx::UniformType::Sampler);
+		s_texColor  = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
+		s_texLum    = bgfx::createUniform("s_texLum",   bgfx::UniformType::Sampler);
+		s_texBlur   = bgfx::createUniform("s_texBlur",  bgfx::UniformType::Sampler);
 		u_mtx       = bgfx::createUniform("u_mtx",      bgfx::UniformType::Mat4);
 		u_tonemap   = bgfx::createUniform("u_tonemap",  bgfx::UniformType::Vec4);
 		u_offset    = bgfx::createUniform("u_offset",   bgfx::UniformType::Vec4, 16);

+ 2 - 2
examples/12-lod/lod.cpp

@@ -62,8 +62,8 @@ public:
 			, 0
 			);
 
-		s_texColor   = bgfx::createUniform("s_texColor",   bgfx::UniformType::Int1);
-		s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1);
+		s_texColor   = bgfx::createUniform("s_texColor",   bgfx::UniformType::Sampler);
+		s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Sampler);
 		u_stipple    = bgfx::createUniform("u_stipple",    bgfx::UniformType::Vec4);
 
 		m_program = loadProgram("vs_tree", "fs_tree");

+ 1 - 1
examples/13-stencil/stencil.cpp

@@ -819,7 +819,7 @@ public:
 
 		s_uniforms.init();
 
-		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 
 		m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
 		m_programColorLighting   = loadProgram("vs_stencil_color_lighting",   "fs_stencil_color_lighting"  );

+ 2 - 2
examples/14-shadowvolumes/shadowvolumes.cpp

@@ -1896,8 +1896,8 @@ public:
 
 		s_stencilFb  = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
 
-		s_texColor   = bgfx::createUniform("s_texColor",   bgfx::UniformType::Int1);
-		s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Int1);
+		s_texColor   = bgfx::createUniform("s_texColor",   bgfx::UniformType::Sampler);
+		s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Sampler);
 
 		m_programTextureLighting = loadProgram("vs_shadowvolume_texture_lighting", "fs_shadowvolume_texture_lighting");
 		m_programColorLighting   = loadProgram("vs_shadowvolume_color_lighting",   "fs_shadowvolume_color_lighting"  );

+ 1 - 1
examples/15-shadowmaps-simple/shadowmaps_simple.cpp

@@ -87,7 +87,7 @@ public:
 		bgfx::setDebug(m_debug);
 
 		// Uniforms.
-		s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1);
+		s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);
 		u_lightPos  = bgfx::createUniform("u_lightPos",  bgfx::UniformType::Vec4);
 		u_lightMtx  = bgfx::createUniform("u_lightMtx",  bgfx::UniformType::Mat4);
 

+ 5 - 5
examples/16-shadowmaps/shadowmaps.cpp

@@ -1334,11 +1334,11 @@ public:
 
 		// Uniforms.
 		s_uniforms.init();
-		s_texColor = bgfx::createUniform("s_texColor",  bgfx::UniformType::Int1);
-		s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Int1);
-		s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Int1);
-		s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Int1);
-		s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Int1);
+		s_texColor = bgfx::createUniform("s_texColor",  bgfx::UniformType::Sampler);
+		s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Sampler);
+		s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Sampler);
+		s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Sampler);
+		s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Sampler);
 
 		// Programs.
 		s_programs.init();

+ 2 - 2
examples/18-ibl/ibl.cpp

@@ -451,8 +451,8 @@ public:
 		u_params     = bgfx::createUniform("u_params",     bgfx::UniformType::Vec4);
 		u_flags      = bgfx::createUniform("u_flags",      bgfx::UniformType::Vec4);
 		u_camPos     = bgfx::createUniform("u_camPos",     bgfx::UniformType::Vec4);
-		s_texCube    = bgfx::createUniform("s_texCube",    bgfx::UniformType::Int1);
-		s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
+		s_texCube    = bgfx::createUniform("s_texCube",    bgfx::UniformType::Sampler);
+		s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Sampler);
 
 		m_programMesh  = loadProgram("vs_ibl_mesh",   "fs_ibl_mesh");
 		m_programSky   = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");

+ 2 - 2
examples/19-oit/oit.cpp

@@ -210,8 +210,8 @@ public:
 		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
 		// Create texture sampler uniforms.
-		s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
-		s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
+		s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Sampler);
+		s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Sampler);
 		u_color     = bgfx::createUniform("u_color",     bgfx::UniformType::Vec4);
 
 		m_blend          = loadProgram("vs_oit",      "fs_oit"                  );

+ 6 - 6
examples/21-deferred/deferred.cpp

@@ -262,13 +262,13 @@ public:
 		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
 		// Create texture sampler uniforms.
-		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Int1);
-		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
+		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Sampler);
+		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
 
-		s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
-		s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);
-		s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Int1);
-		s_light  = bgfx::createUniform("s_light",  bgfx::UniformType::Int1);
+		s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
+		s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
+		s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Sampler);
+		s_light  = bgfx::createUniform("s_light",  bgfx::UniformType::Sampler);
 
 		u_mtx            = bgfx::createUniform("u_mtx",            bgfx::UniformType::Mat4);
 		u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);

+ 1 - 1
examples/23-vectordisplay/vectordisplay.cpp

@@ -94,7 +94,7 @@ void VectorDisplay::setup(uint16_t _width, uint16_t _height, uint8_t _view)
 	m_blitShader         = loadProgram("vs_vectordisplay_fb", "fs_vectordisplay_blit");
 
 	u_params   = bgfx::createUniform("u_params",   bgfx::UniformType::Vec4);
-	s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+	s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 
 	genLinetex();
 

+ 1 - 1
examples/27-terrain/terrain.cpp

@@ -112,7 +112,7 @@ public:
 		m_dvbh.idx = bgfx::kInvalidHandle;
 		m_dibh.idx = bgfx::kInvalidHandle;
 		m_heightTexture.idx = bgfx::kInvalidHandle;
-		s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
+		s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Sampler);
 
 		m_oldWidth  = 0;
 		m_oldHeight = 0;

+ 6 - 6
examples/31-rsm/reflectiveshadowmap.cpp

@@ -258,12 +258,12 @@ public:
 		u_rsmAmount     = bgfx::createUniform("u_rsmAmount",     bgfx::UniformType::Vec4);  // How much RSM to use vs directional light
 
 		// Create texture sampler uniforms (used when we bind textures)
-		s_normal    = bgfx::createUniform("s_normal",    bgfx::UniformType::Int1);  // Normal gbuffer
-		s_depth     = bgfx::createUniform("s_depth",     bgfx::UniformType::Int1);  // Normal gbuffer
-		s_color     = bgfx::createUniform("s_color",     bgfx::UniformType::Int1);  // Color (albedo) gbuffer
-		s_light     = bgfx::createUniform("s_light",     bgfx::UniformType::Int1);  // Light buffer
-		s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1);  // Shadow map
-		s_rsm       = bgfx::createUniform("s_rsm",       bgfx::UniformType::Int1);  // Reflective shadow map
+		s_normal    = bgfx::createUniform("s_normal",    bgfx::UniformType::Sampler);  // Normal gbuffer
+		s_depth     = bgfx::createUniform("s_depth",     bgfx::UniformType::Sampler);  // Normal gbuffer
+		s_color     = bgfx::createUniform("s_color",     bgfx::UniformType::Sampler);  // Color (albedo) gbuffer
+		s_light     = bgfx::createUniform("s_light",     bgfx::UniformType::Sampler);  // Light buffer
+		s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);  // Shadow map
+		s_rsm       = bgfx::createUniform("s_rsm",       bgfx::UniformType::Sampler);  // Reflective shadow map
 
 		// Create program from shaders.
 		m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer");  // Gbuffer

+ 3 - 3
examples/33-pom/pom.cpp

@@ -155,9 +155,9 @@ public:
 		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
 		// Create texture sampler uniforms.
-		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Int1);
-		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
-		s_texDepth = bgfx::createUniform("s_texDepth",  bgfx::UniformType::Int1);
+		s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Sampler);
+		s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
+		s_texDepth = bgfx::createUniform("s_texDepth",  bgfx::UniformType::Sampler);
 
 
 		u_light_pos = bgfx::createUniform("u_light_pos", bgfx::UniformType::Vec4);

+ 1 - 1
examples/36-sky/sky.cpp

@@ -447,7 +447,7 @@ namespace
 			m_time = 0.0f;
 			m_timeScale = 1.0f;
 
-			s_texLightmap     = bgfx::createUniform("s_texLightmap",     bgfx::UniformType::Int1);
+			s_texLightmap     = bgfx::createUniform("s_texLightmap",     bgfx::UniformType::Sampler);
 			u_sunLuminance    = bgfx::createUniform("u_sunLuminance",    bgfx::UniformType::Vec4);
 			u_skyLuminanceXYZ = bgfx::createUniform("u_skyLuminanceXYZ", bgfx::UniformType::Vec4);
 			u_skyLuminance    = bgfx::createUniform("u_skyLuminance",    bgfx::UniformType::Vec4);

+ 1 - 1
examples/37-gpudrivenrendering/gpudrivenrendering.cpp

@@ -340,7 +340,7 @@ public:
 		u_inputRTSize       = bgfx::createUniform("u_inputRTSize",       bgfx::UniformType::Vec4);
 		u_cullingConfig     = bgfx::createUniform("u_cullingConfig",     bgfx::UniformType::Vec4);
 		u_color             = bgfx::createUniform("u_color",             bgfx::UniformType::Vec4, 32);
-		s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Int1);
+		s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Sampler);
 
 		//create props
 		{

+ 4 - 4
examples/38-bloom/bloom.cpp

@@ -243,10 +243,10 @@ public:
 
 		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
-		s_albedo    = bgfx::createUniform("s_albedo",    bgfx::UniformType::Int1);
-		s_tex       = bgfx::createUniform("s_tex",       bgfx::UniformType::Int1);
-		s_depth     = bgfx::createUniform("s_depth",     bgfx::UniformType::Int1);
-		s_light     = bgfx::createUniform("s_light",     bgfx::UniformType::Int1);
+		s_albedo    = bgfx::createUniform("s_albedo",    bgfx::UniformType::Sampler);
+		s_tex       = bgfx::createUniform("s_tex",       bgfx::UniformType::Sampler);
+		s_depth     = bgfx::createUniform("s_depth",     bgfx::UniformType::Sampler);
+		s_light     = bgfx::createUniform("s_light",     bgfx::UniformType::Sampler);
 		u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
 		u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
 		u_color     = bgfx::createUniform("u_color",     bgfx::UniformType::Vec4);

+ 12 - 12
examples/39-assao/assao.cpp

@@ -296,18 +296,18 @@ namespace
 			m_uniforms.init();
 
 			// Create texture sampler uniforms (used when we bind textures)
-			s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);  // Normal gbuffer
-			s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Int1);  // Normal gbuffer
-			s_color  = bgfx::createUniform("s_color",  bgfx::UniformType::Int1);  // Color (albedo) gbuffer
-			s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
-
-			s_ao                         = bgfx::createUniform("s_ao", bgfx::UniformType::Int1);
-			s_blurInput                  = bgfx::createUniform("s_blurInput", bgfx::UniformType::Int1);
-			s_finalSSAO                  = bgfx::createUniform("s_finalSSAO", bgfx::UniformType::Int1);
-			s_depthSource                = bgfx::createUniform("s_depthSource", bgfx::UniformType::Int1);
-			s_viewspaceDepthSource       = bgfx::createUniform("s_viewspaceDepthSource", bgfx::UniformType::Int1);
-			s_viewspaceDepthSourceMirror = bgfx::createUniform("s_viewspaceDepthSourceMirror", bgfx::UniformType::Int1);
-			s_importanceMap              = bgfx::createUniform("s_importanceMap", bgfx::UniformType::Int1);
+			s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);  // Normal gbuffer
+			s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Sampler);  // Normal gbuffer
+			s_color  = bgfx::createUniform("s_color",  bgfx::UniformType::Sampler);  // Color (albedo) gbuffer
+			s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
+
+			s_ao                         = bgfx::createUniform("s_ao", bgfx::UniformType::Sampler);
+			s_blurInput                  = bgfx::createUniform("s_blurInput", bgfx::UniformType::Sampler);
+			s_finalSSAO                  = bgfx::createUniform("s_finalSSAO", bgfx::UniformType::Sampler);
+			s_depthSource                = bgfx::createUniform("s_depthSource", bgfx::UniformType::Sampler);
+			s_viewspaceDepthSource       = bgfx::createUniform("s_viewspaceDepthSource", bgfx::UniformType::Sampler);
+			s_viewspaceDepthSourceMirror = bgfx::createUniform("s_viewspaceDepthSourceMirror", bgfx::UniformType::Sampler);
+			s_importanceMap              = bgfx::createUniform("s_importanceMap", bgfx::UniformType::Sampler);
 
 			// Create program from shaders.
 			m_gbufferProgram = loadProgram("vs_assao_gbuffer", "fs_assao_gbuffer");  // Gbuffer

+ 2 - 2
examples/40-svt/vt.cpp

@@ -871,8 +871,8 @@ VirtualTexture::VirtualTexture(TileDataFile* _tileDataFile, VirtualTextureInfo*
 	// Create uniforms
 	u_vt_settings_1 = bgfx::createUniform("u_vt_settings_1", bgfx::UniformType::Vec4);
 	u_vt_settings_2 = bgfx::createUniform("u_vt_settings_2", bgfx::UniformType::Vec4);
-	s_vt_page_table = bgfx::createUniform("s_vt_page_table", bgfx::UniformType::Int1);
-	s_vt_texture_atlas = bgfx::createUniform("s_vt_texture_atlas", bgfx::UniformType::Int1);
+	s_vt_page_table = bgfx::createUniform("s_vt_page_table", bgfx::UniformType::Sampler);
+	s_vt_texture_atlas = bgfx::createUniform("s_vt_texture_atlas", bgfx::UniformType::Sampler);
 }
 
 VirtualTexture::~VirtualTexture()

+ 2 - 2
examples/common/debugdraw/debugdraw.cpp

@@ -636,8 +636,8 @@ struct DebugDrawShared
 			, true
 			);
 
-		u_params   = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 4);
-		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+		u_params   = bgfx::createUniform("u_params",   bgfx::UniformType::Vec4, 4);
+		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 		m_texture  = bgfx::createTexture2D(SPRITE_TEXTURE_SIZE, SPRITE_TEXTURE_SIZE, false, 1, bgfx::TextureFormat::BGRA8);
 
 		void* vertices[Mesh::Count] = {};

+ 1 - 1
examples/common/font/text_buffer_manager.cpp

@@ -605,7 +605,7 @@ TextBufferManager::TextBufferManager(FontManager* _fontManager)
 		.add(bgfx::Attrib::Color0,    4, bgfx::AttribType::Uint8, true)
 		.end();
 
-	s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+	s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 }
 
 TextBufferManager::~TextBufferManager()

+ 1 - 1
examples/common/imgui/imgui.cpp

@@ -262,7 +262,7 @@ struct OcornutImguiContext
 			.add(bgfx::Attrib::Color0,    4, bgfx::AttribType::Uint8, true)
 			.end();
 
-		s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
+		s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler);
 
 		uint8_t* data;
 		int32_t width;

+ 1 - 1
examples/common/nanovg/nanovg_bgfx.cpp

@@ -271,7 +271,7 @@ namespace
 		gl->u_scissorExtScale = bgfx::createUniform("u_scissorExtScale", bgfx::UniformType::Vec4);
 		gl->u_extentRadius    = bgfx::createUniform("u_extentRadius",    bgfx::UniformType::Vec4);
 		gl->u_params          = bgfx::createUniform("u_params",          bgfx::UniformType::Vec4);
-		gl->s_tex             = bgfx::createUniform("s_tex",             bgfx::UniformType::Int1);
+		gl->s_tex             = bgfx::createUniform("s_tex",             bgfx::UniformType::Sampler);
 
 		if (bgfx::getRendererType() == bgfx::RendererType::Direct3D9)
 		{

+ 1 - 1
examples/common/ps/particle_system.cpp

@@ -453,7 +453,7 @@ namespace ps
 
 			m_num = 0;
 
-			s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+			s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 			m_texture  = bgfx::createTexture2D(
 				  SPRITE_TEXTURE_SIZE
 				, SPRITE_TEXTURE_SIZE

+ 5 - 5
include/bgfx/bgfx.h

@@ -259,12 +259,12 @@ namespace bgfx
 		/// Uniform types:
 		enum Enum
 		{
-			Int1, //!< Int, used for samplers only.
-			End,  //!< Reserved, do not use.
+			Sampler, //!< Sampler.
+			End,     //!< Reserved, do not use.
 
-			Vec4, //!< 4 floats vector.
-			Mat3, //!< 3x3 matrix.
-			Mat4, //!< 4x4 matrix.
+			Vec4,    //!< 4 floats vector.
+			Mat3,    //!< 3x3 matrix.
+			Mat4,    //!< 4x4 matrix.
 
 			Count
 		};

+ 1 - 1
include/bgfx/c99/bgfx.h

@@ -212,7 +212,7 @@ typedef enum bgfx_texture_format
 
 typedef enum bgfx_uniform_type
 {
-    BGFX_UNIFORM_TYPE_INT1,
+    BGFX_UNIFORM_TYPE_SAMPLER,
     BGFX_UNIFORM_TYPE_END,
 
     BGFX_UNIFORM_TYPE_VEC4,

+ 1 - 1
include/bgfx/defines.h

@@ -6,7 +6,7 @@
 #ifndef BGFX_DEFINES_H_HEADER_GUARD
 #define BGFX_DEFINES_H_HEADER_GUARD
 
-#define BGFX_API_VERSION UINT32_C(91)
+#define BGFX_API_VERSION UINT32_C(92)
 
 /// Color RGB/alpha/depth write. When it's not specified write will be disabled.
 #define BGFX_STATE_WRITE_R                 UINT64_C(0x0000000000000001) //!< Enable R write.

+ 1 - 1
src/bgfx_p.h

@@ -2328,7 +2328,7 @@ namespace bgfx
 			if (isValid(_sampler) )
 			{
 				uint32_t stage = _stage;
-				setUniform(UniformType::Int1, _sampler, &stage, 1);
+				setUniform(UniformType::Sampler, _sampler, &stage, 1);
 			}
 		}
 

+ 3 - 3
src/renderer_d3d11.cpp

@@ -3242,9 +3242,9 @@ namespace bgfx { namespace d3d11
 					}
 					break;
 
-				CASE_IMPLEMENT_UNIFORM(Int1, I, int);
-				CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
-				CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
+				CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
+				CASE_IMPLEMENT_UNIFORM(Vec4,    F, float);
+				CASE_IMPLEMENT_UNIFORM(Mat4,    F, float);
 
 				case UniformType::End:
 					break;

+ 3 - 3
src/renderer_d3d12.cpp

@@ -3131,9 +3131,9 @@ namespace bgfx { namespace d3d12
 					}
 					break;
 
-				CASE_IMPLEMENT_UNIFORM(Int1, I, int);
-				CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
-				CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
+				CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
+				CASE_IMPLEMENT_UNIFORM(Vec4,    F, float);
+				CASE_IMPLEMENT_UNIFORM(Mat4,    F, float);
 
 				case UniformType::End:
 					break;

+ 3 - 3
src/renderer_d3d9.cpp

@@ -1921,9 +1921,9 @@ namespace bgfx { namespace d3d9
 					}
 					break;
 
-				CASE_IMPLEMENT_UNIFORM(Int1, I, int);
-				CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
-				CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
+				CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
+				CASE_IMPLEMENT_UNIFORM(Vec4,    F, float);
+				CASE_IMPLEMENT_UNIFORM(Mat4,    F, float);
 
 				case UniformType::End:
 					break;

+ 4 - 12
src/renderer_gl.cpp

@@ -3616,16 +3616,8 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
 
 				switch (type)
 				{
-//				case ConstantType::Int1:
-//					{
-//						int* value = (int*)data;
-//						BX_TRACE("Int1 sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
-//						GL_CHECK(glUniform1iv(loc, num, value) );
-//					}
-//					break;
-
-				CASE_IMPLEMENT_UNIFORM(Int1, 1iv, I, int);
-				CASE_IMPLEMENT_UNIFORM(Vec4, 4fv, F, float);
+				CASE_IMPLEMENT_UNIFORM(Sampler, 1iv, I, int);
+				CASE_IMPLEMENT_UNIFORM(Vec4,    4fv, F, float);
 				CASE_IMPLEMENT_UNIFORM_T(Mat3, Matrix3fv, F, float);
 				CASE_IMPLEMENT_UNIFORM_T(Mat4, Matrix4fv, F, float);
 
@@ -4020,7 +4012,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
 		{
 		case GL_INT:
 		case GL_UNSIGNED_INT:
-			return UniformType::Int1;
+			return UniformType::Sampler;
 
 		case GL_FLOAT:
 		case GL_FLOAT_VEC2:
@@ -4076,7 +4068,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
 		case GL_IMAGE_CUBE:
 		case GL_INT_IMAGE_CUBE:
 		case GL_UNSIGNED_INT_IMAGE_CUBE:
-			return UniformType::Int1;
+			return UniformType::Sampler;
 		};
 
 		BX_CHECK(false, "Unrecognized GL type 0x%04x.", _type);

+ 4 - 4
src/renderer_mtl.mm

@@ -319,7 +319,7 @@ namespace bgfx { namespace mtl
 		{
 		case MTLDataTypeUInt:
 		case MTLDataTypeInt:
-			return UniformType::Int1;
+			return UniformType::Sampler;
 
 		case MTLDataTypeFloat:
 		case MTLDataTypeFloat2:
@@ -1413,9 +1413,9 @@ namespace bgfx { namespace mtl
 					}
 					break;
 
-					CASE_IMPLEMENT_UNIFORM(Int1, I, int);
-					CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
-					CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
+					CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
+					CASE_IMPLEMENT_UNIFORM(Vec4,    F, float);
+					CASE_IMPLEMENT_UNIFORM(Mat4,    F, float);
 
 				case UniformType::End:
 					break;

+ 3 - 3
src/renderer_vk.cpp

@@ -2873,9 +2873,9 @@ VK_IMPORT_DEVICE
 					}
 					break;
 
-				CASE_IMPLEMENT_UNIFORM(Int1, I, int);
-				CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
-				CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
+				CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
+				CASE_IMPLEMENT_UNIFORM(Vec4,    F, float);
+				CASE_IMPLEMENT_UNIFORM(Mat4,    F, float);
 
 				case UniformType::End:
 					break;

+ 6 - 6
tools/shaderc/shaderc_hlsl.cpp

@@ -213,14 +213,14 @@ namespace bgfx { namespace hlsl
 
 	static const UniformRemap s_uniformRemap[] =
 	{
-		{ UniformType::Int1, D3D_SVC_SCALAR,         D3D_SVT_INT,         0, 0 },
+		{ UniformType::Sampler, D3D_SVC_SCALAR,         D3D_SVT_INT,         0, 0 },
 		{ UniformType::Vec4, D3D_SVC_VECTOR,         D3D_SVT_FLOAT,       0, 0 },
 		{ UniformType::Mat3, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT,       3, 3 },
 		{ UniformType::Mat4, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT,       4, 4 },
-		{ UniformType::Int1, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER,     0, 0 },
-		{ UniformType::Int1, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER2D,   0, 0 },
-		{ UniformType::Int1, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER3D,   0, 0 },
-		{ UniformType::Int1, D3D_SVC_OBJECT,         D3D_SVT_SAMPLERCUBE, 0, 0 },
+		{ UniformType::Sampler, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER,     0, 0 },
+		{ UniformType::Sampler, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER2D,   0, 0 },
+		{ UniformType::Sampler, D3D_SVC_OBJECT,         D3D_SVT_SAMPLER3D,   0, 0 },
+		{ UniformType::Sampler, D3D_SVC_OBJECT,         D3D_SVT_SAMPLERCUBE, 0, 0 },
 	};
 
 	UniformType::Enum findUniformType(const D3D11_SHADER_TYPE_DESC& constDesc)
@@ -527,7 +527,7 @@ namespace bgfx { namespace hlsl
 					{
 						Uniform un;
 						un.name.assign(bindDesc.Name, (end.getPtr() - bindDesc.Name) );
-						un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Int1);
+						un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Sampler);
 						un.num = 1;
 						un.regIndex = uint16_t(bindDesc.BindPoint);
 						un.regCount = uint16_t(bindDesc.BindCount);

+ 1 - 1
tools/shaderc/shaderc_spirv.cpp

@@ -742,7 +742,7 @@ namespace bgfx { namespace spirv
 						switch (program->getUniformType(ii))
 						{
 						case 0x1404: // GL_INT:
-							un.type = UniformType::Int1;
+							un.type = UniformType::Sampler;
 							break;
 						case 0x8B52: // GL_FLOAT_VEC4:
 							un.type = UniformType::Vec4;

+ 1 - 1
tools/texturev/texturev.cpp

@@ -1269,7 +1269,7 @@ int _main_(int _argc, char** _argv)
 	const bgfx::Caps* caps = bgfx::getCaps();
 	bgfx::RendererType::Enum type = caps->rendererType;
 
-	bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+	bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
 	bgfx::UniformHandle u_mtx      = bgfx::createUniform("u_mtx",      bgfx::UniformType::Mat4);
 	bgfx::UniformHandle u_params0  = bgfx::createUniform("u_params0",  bgfx::UniformType::Vec4);
 	bgfx::UniformHandle u_params1  = bgfx::createUniform("u_params1",  bgfx::UniformType::Vec4);