[PATCH 3/5] wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsB().
Henri Verbeet
hverbeet at codeweavers.com
Tue Apr 16 01:13:44 CDT 2013
---
dlls/wined3d/glsl_shader.c | 9 +++------
1 file changed, 3 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 057763f..3493ff2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -651,7 +651,6 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
- checkGLcall("glUniform1ivARB");
}
/* Load immediate constants */
@@ -666,13 +665,11 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
- if (tmp_loc != -1) {
- /* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
- checkGLcall("glUniform1ivARB");
- }
+ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
ptr = list_next(&shader->constantsB, ptr);
}
+
+ checkGLcall("shader_glsl_load_constantsB()");
}
static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
--
1.8.1.5
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