OGL: use integer uniforms for efb2ram texture converter

This commit is contained in:
degasus
2013-12-09 12:33:50 +01:00
parent 1138c2e155
commit 687097d4bc
2 changed files with 12 additions and 12 deletions

View File

@ -296,9 +296,9 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedHeight = (height + blkH) & (~blkH);
texconv_shader.Bind();
glUniform4f(texconv_shader.UniformLocations[0],
float(source.left), float(source.top),
(float)expandedWidth, bScaleByHalf ? 2.f : 1.f);
glUniform4i(texconv_shader.UniformLocations[0],
source.left, source.top,
expandedWidth, bScaleByHalf ? 2 : 1);
TargetRectangle scaledSource;
scaledSource.top = 0;