OpenGL: Check if uniform block exists before updating it (#2581)
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						 Yuri Kunde Schlesner
						Yuri Kunde Schlesner
					
				
			
			
				
	
			
			
			
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					e594e63bb5
				
			| @@ -1071,8 +1071,8 @@ void RasterizerOpenGL::SetShader() { | ||||
|  | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
|  | ||||
|         unsigned int block_index = | ||||
|             glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|         GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|         if (block_index != GL_INVALID_INDEX) { | ||||
|             GLint block_size; | ||||
|             glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, | ||||
|                                       GL_UNIFORM_BLOCK_DATA_SIZE, &block_size); | ||||
| @@ -1104,6 +1104,7 @@ void RasterizerOpenGL::SetShader() { | ||||
|             SyncFogColor(); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| void RasterizerOpenGL::SyncCullMode() { | ||||
|     const auto& regs = Pica::g_state.regs; | ||||
|   | ||||
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