From 84219f196404a90b34a1ddd75cee9be392e25ffa Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 17 Apr 2013 08:47:57 +0200 Subject: [PATCH] wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsF(). --- dlls/wined3d/glsl_shader.c | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 904d6ec5e2c..d6540ba0d61 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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()"); }