workaround for glGetUniformLocation in efb2ram

This commit is contained in:
degasus 2013-02-05 18:22:23 +01:00
parent 76adc77fa6
commit ef602fd643
2 changed files with 3 additions and 2 deletions

View file

@ -96,8 +96,9 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
// (Sonicadvance): For some reason this fails on my hardware
//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
// Got to do it this crappy way.
entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 0; a < NUM_UNIFORMS; ++a)
for (int a = 1; a < NUM_UNIFORMS; ++a)
entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
// Bind Texture Sampler