wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsB().

This commit is contained in:
Henri Verbeet 2013-04-16 08:13:44 +02:00 committed by Alexandre Julliard
parent 302ad29742
commit 1a551fe5f9
1 changed files with 3 additions and 6 deletions

View File

@ -651,7 +651,6 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
checkGLcall("glUniform1ivARB");
}
/* Load immediate constants */
@ -666,13 +665,11 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
checkGLcall("glUniform1ivARB");
}
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
ptr = list_next(&shader->constantsB, ptr);
}
checkGLcall("shader_glsl_load_constantsB()");
}
static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)