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gl_rasterizer: fix glGetUniformLocation type

wwylele 9 лет назад
Родитель
Сommit
42f7ca7412
1 измененных файлов с 8 добавлено и 8 удалено
  1. 8 8
      src/video_core/renderer_opengl/gl_rasterizer.cpp

+ 8 - 8
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -1183,7 +1183,7 @@ void RasterizerOpenGL::SetShader() {
         state.Apply();
         state.Apply();
 
 
         // Set the texture samplers to correspond to different texture units
         // Set the texture samplers to correspond to different texture units
-        GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
+        GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
         if (uniform_tex != -1) {
         if (uniform_tex != -1) {
             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
         }
         }
@@ -1197,40 +1197,40 @@ void RasterizerOpenGL::SetShader() {
         }
         }
 
 
         // Set the texture samplers to correspond to different lookup table texture units
         // Set the texture samplers to correspond to different lookup table texture units
-        GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
+        GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
         if (uniform_lut != -1) {
         if (uniform_lut != -1) {
             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
         }
         }
 
 
-        GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
+        GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
         if (uniform_fog_lut != -1) {
         if (uniform_fog_lut != -1) {
             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
         }
         }
 
 
-        GLuint uniform_proctex_noise_lut =
+        GLint uniform_proctex_noise_lut =
             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
         if (uniform_proctex_noise_lut != -1) {
         if (uniform_proctex_noise_lut != -1) {
             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
         }
         }
 
 
-        GLuint uniform_proctex_color_map =
+        GLint uniform_proctex_color_map =
             glGetUniformLocation(shader->shader.handle, "proctex_color_map");
             glGetUniformLocation(shader->shader.handle, "proctex_color_map");
         if (uniform_proctex_color_map != -1) {
         if (uniform_proctex_color_map != -1) {
             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
         }
         }
 
 
-        GLuint uniform_proctex_alpha_map =
+        GLint uniform_proctex_alpha_map =
             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
         if (uniform_proctex_alpha_map != -1) {
         if (uniform_proctex_alpha_map != -1) {
             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
         }
         }
 
 
-        GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
+        GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
         if (uniform_proctex_lut != -1) {
         if (uniform_proctex_lut != -1) {
             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
         }
         }
 
 
-        GLuint uniform_proctex_diff_lut =
+        GLint uniform_proctex_diff_lut =
             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
         if (uniform_proctex_diff_lut != -1) {
         if (uniform_proctex_diff_lut != -1) {
             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);