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authorGravatar wwylele2017-06-16 16:55:01 +0300
committerGravatar wwylele2017-06-21 23:13:06 +0300
commit42f7ca7412cc7912a3db4fd10bf07e525be9ced1 (patch)
tree47619756b1f7f7d62f3b2c1a507f32ea2554fa9e /src
parentgl_rasterizer: manage texture ids in one place (diff)
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gl_rasterizer: fix glGetUniformLocation type
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index c018afbcc..8b7991c04 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -1183,7 +1183,7 @@ void RasterizerOpenGL::SetShader() {
1183 state.Apply(); 1183 state.Apply();
1184 1184
1185 // Set the texture samplers to correspond to different texture units 1185 // Set the texture samplers to correspond to different texture units
1186 GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); 1186 GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
1187 if (uniform_tex != -1) { 1187 if (uniform_tex != -1) {
1188 glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); 1188 glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
1189 } 1189 }
@@ -1197,40 +1197,40 @@ void RasterizerOpenGL::SetShader() {
1197 } 1197 }
1198 1198
1199 // Set the texture samplers to correspond to different lookup table texture units 1199 // Set the texture samplers to correspond to different lookup table texture units
1200 GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); 1200 GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
1201 if (uniform_lut != -1) { 1201 if (uniform_lut != -1) {
1202 glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); 1202 glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
1203 } 1203 }
1204 1204
1205 GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); 1205 GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
1206 if (uniform_fog_lut != -1) { 1206 if (uniform_fog_lut != -1) {
1207 glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); 1207 glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
1208 } 1208 }
1209 1209
1210 GLuint uniform_proctex_noise_lut = 1210 GLint uniform_proctex_noise_lut =
1211 glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); 1211 glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
1212 if (uniform_proctex_noise_lut != -1) { 1212 if (uniform_proctex_noise_lut != -1) {
1213 glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); 1213 glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
1214 } 1214 }
1215 1215
1216 GLuint uniform_proctex_color_map = 1216 GLint uniform_proctex_color_map =
1217 glGetUniformLocation(shader->shader.handle, "proctex_color_map"); 1217 glGetUniformLocation(shader->shader.handle, "proctex_color_map");
1218 if (uniform_proctex_color_map != -1) { 1218 if (uniform_proctex_color_map != -1) {
1219 glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); 1219 glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
1220 } 1220 }
1221 1221
1222 GLuint uniform_proctex_alpha_map = 1222 GLint uniform_proctex_alpha_map =
1223 glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); 1223 glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
1224 if (uniform_proctex_alpha_map != -1) { 1224 if (uniform_proctex_alpha_map != -1) {
1225 glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); 1225 glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
1226 } 1226 }
1227 1227
1228 GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); 1228 GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
1229 if (uniform_proctex_lut != -1) { 1229 if (uniform_proctex_lut != -1) {
1230 glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); 1230 glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
1231 } 1231 }
1232 1232
1233 GLuint uniform_proctex_diff_lut = 1233 GLint uniform_proctex_diff_lut =
1234 glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); 1234 glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
1235 if (uniform_proctex_diff_lut != -1) { 1235 if (uniform_proctex_diff_lut != -1) {
1236 glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); 1236 glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);