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

This commit is contained in:
Henri Verbeet 2013-04-17 08:47:57 +02:00 committed by Alexandre Julliard
parent 4bd7954bc6
commit 84219f1964
1 changed files with 1 additions and 3 deletions

View File

@ -582,9 +582,7 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
GLint location = constant_locations[lconst->idx];
/* We found this uniform name in the program - go ahead and send the data */
if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
GL_EXTCALL(glUniform4fvARB(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
}
checkGLcall("glUniform4fvARB()");
}