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@@ -689,10 +689,12 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Now configure the bindpoint of the buffer inside the shader
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- std::string buffer_name = used_buffer.GetName();
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- GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
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- if (index != -1)
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+ const std::string buffer_name = used_buffer.GetName();
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+ const GLuint index =
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+ glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
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+ if (index != GL_INVALID_INDEX) {
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glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
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+ }
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}
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state.Apply();
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