OpenGL: drop UBO-workaround usage for efb2ram shaders

It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
This commit is contained in:
degasus 2014-01-05 09:52:26 +01:00
parent 01351795f0
commit 4fff5ac90d
3 changed files with 14 additions and 13 deletions

View file

@ -108,15 +108,14 @@ void SHADER::SetProgramVariables()
}
// UBO workaround
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
UniformSize[a] = 0;
if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
break;
}
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
UniformSize[a] = 0;
}
int max_uniforms = 0;
char name[50];
int size;