wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsF().
This commit is contained in:
parent
4bd7954bc6
commit
84219f1964
|
@ -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()");
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue