wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsF().
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@ -582,9 +582,7 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
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/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
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/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
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LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
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LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
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{
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{
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GLint location = constant_locations[lconst->idx];
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GL_EXTCALL(glUniform4fvARB(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
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/* We found this uniform name in the program - go ahead and send the data */
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if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
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}
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}
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checkGLcall("glUniform4fvARB()");
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checkGLcall("glUniform4fvARB()");
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}
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}
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