From f008dfbaca376c7b52b4c79edd0e5b8a302cfa3f Mon Sep 17 00:00:00 2001 From: bunnei Date: Wed, 25 Nov 2015 22:33:24 -0500 Subject: [PATCH] renderer_opengl: Fix uniform issues introduced with kemenaran/avoid-explicit-uniform-location. --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 10 ++++++---- src/video_core/renderer_opengl/gl_shader_gen.cpp | 4 ++-- 2 files changed, 8 insertions(+), 6 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 2a8949198..822739088 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -492,10 +492,12 @@ void RasterizerOpenGL::SetShader() { state.Apply(); // Set the texture samplers to correspond to different texture units - GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex"); - glUniform1i(uniform_tex, 0); - glUniform1i(uniform_tex + 1, 1); - glUniform1i(uniform_tex + 2, 2); + GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); + if (uniform_tex != -1) { glUniform1i(uniform_tex, 0); } + uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); + if (uniform_tex != -1) { glUniform1i(uniform_tex, 1); } + uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); + if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); } current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 0f781805c..5268340cf 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -320,7 +320,7 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi std::string GenerateFragmentShader(const PicaShaderConfig& config) { std::string out = R"( -#version 330 +#version 330 core #define NUM_TEV_STAGES 6 in vec4 primary_color; @@ -362,7 +362,7 @@ layout (std140) uniform shader_data { } std::string GenerateVertexShader() { - std::string out = "#version 330\n"; + std::string out = "#version 330 core\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + ") in vec4 vert_position;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + ") in vec2 vert_texcoord0;\n";