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authordegasus <wickmarkus@web.de>2014-01-05 09:52:26 +0100
committerdegasus <wickmarkus@web.de>2014-01-05 09:52:26 +0100
commit4fff5ac90dc674f775dcf7d57b5b513f62f87fc5 (patch)
tree60483cb793eaffeaaeb64f14969caebdc82635f7 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent01351795f01d113a587fe51c904cdba84536f230 (diff)
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.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index d1782196fb..f4e7dcb6a7 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -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;