diff options
| author | degasus <wickmarkus@web.de> | 2014-01-05 09:52:26 +0100 |
|---|---|---|
| committer | degasus <wickmarkus@web.de> | 2014-01-05 09:52:26 +0100 |
| commit | 4fff5ac90dc674f775dcf7d57b5b513f62f87fc5 (patch) | |
| tree | 60483cb793eaffeaaeb64f14969caebdc82635f7 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | |
| parent | 01351795f01d113a587fe51c904cdba84536f230 (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.cpp | 13 |
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; |
