workaround for glGetUniformLocation in efb2ram
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@ -96,8 +96,9 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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// (Sonicadvance): For some reason this fails on my hardware
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//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
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// Got to do it this crappy way.
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entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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for (int a = 1; a < NUM_UNIFORMS; ++a)
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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// Bind Texture Sampler
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@ -355,7 +355,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
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(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
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};
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glUniform4fv(glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), I_COLORS), 2, params);
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glUniform4fv(ProgramShaderCache::GetShaderProgram().UniformLocations[C_COLORS], 2, params);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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