@@ -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 )
@@ -1284,10 +1290,16 @@ void GLShaderManager::InitShader( GLShader* shader ) {
12841290 for ( std::size_t i = 0 ; i < shader->_uniforms .size (); i++ ) {
12851291 GLUniform* uniform = shader->_uniforms [i];
12861292 uniform->SetLocationIndex ( i );
1287- uniform->SetFirewallIndex ( shader->_uniformStorageSize );
1288- shader->_uniformStorageSize += uniform->GetSize ();
1293+ uniform->SetUniformStorageOffset ( shader->_uniformStorageSize );
1294+
1295+ const uint32_t size = uniform->_components ? uniform->_std430Size * uniform->_components : uniform->_std430Size ;
1296+ shader->_uniformStorageSize += size;
12891297 }
12901298
1299+ shader->_uniformStorageSize *= sizeof ( uint32_t );
1300+
1301+ shader->uniformStorage = ( uint32_t * ) Z_Malloc ( shader->_uniformStorageSize );
1302+
12911303 for ( std::size_t i = 0 ; i < shader->_uniformBlocks .size (); i++ ) {
12921304 GLUniformBlock* uniformBlock = shader->_uniformBlocks [i];
12931305 uniformBlock->SetLocationIndex ( i );
@@ -2150,10 +2162,6 @@ bool GLCompileMacro_USE_BSP_SURFACE::HasConflictingMacros(size_t permutation, co
21502162 return false ;
21512163}
21522164
2153- uint32_t * GLUniform::WriteToBuffer ( uint32_t * buffer ) {
2154- return buffer;
2155- }
2156-
21572165void GLShader::RegisterUniform ( GLUniform* uniform ) {
21582166 _uniforms.push_back ( uniform );
21592167}
@@ -2208,7 +2216,7 @@ GLuint GLShaderManager::SortUniforms( std::vector<GLUniform*>& uniforms ) {
22082216 }
22092217
22102218 if ( alignmentConsume & 3 ) {
2211- tmpUniform->_std430Size += alignmentConsume;
2219+ tmpUniform->_nextUniformOffset += alignmentConsume;
22122220 }
22132221
22142222 if ( uniforms.size () ) {
@@ -2458,6 +2466,8 @@ void GLShader::WriteUniformsToBuffer( uint32_t* buffer, const Mode mode, const i
24582466 bufPtr = uniform->WriteToBuffer ( bufPtr );
24592467 }
24602468 }
2469+
2470+ uniformsUpdated = false ;
24612471}
24622472
24632473GLShader_generic::GLShader_generic () :
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