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authorwwylele <wwylele@gmail.com>2017-06-16 15:55:01 +0200
committerwwylele <wwylele@gmail.com>2017-06-21 22:13:06 +0200
commit42f7ca7412cc7912a3db4fd10bf07e525be9ced1 (patch)
tree47619756b1f7f7d62f3b2c1a507f32ea2554fa9e /src
parentgl_rasterizer: manage texture ids in one place (diff)
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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() {
state.Apply();
// 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) {
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
- GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
+ GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
if (uniform_lut != -1) {
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) {
glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
}
- GLuint uniform_proctex_noise_lut =
+ GLint uniform_proctex_noise_lut =
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
if (uniform_proctex_noise_lut != -1) {
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");
if (uniform_proctex_color_map != -1) {
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");
if (uniform_proctex_alpha_map != -1) {
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) {
glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
}
- GLuint uniform_proctex_diff_lut =
+ GLint uniform_proctex_diff_lut =
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
if (uniform_proctex_diff_lut != -1) {
glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);