[PATCH 1/5] wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsF().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 17 01:47:57 CDT 2013
---
dlls/wined3d/glsl_shader.c | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 904d6ec..d6540ba 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -582,9 +582,7 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
- GLint location = constant_locations[lconst->idx];
- /* We found this uniform name in the program - go ahead and send the data */
- if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
+ GL_EXTCALL(glUniform4fvARB(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
}
checkGLcall("glUniform4fvARB()");
}
--
1.8.1.5
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