Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.

This commit is contained in:
Ryan Houdek
2011-12-10 15:40:10 -06:00
parent c72a244809
commit 97c3c156e6
4 changed files with 73 additions and 24 deletions

View File

@ -579,8 +579,10 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
}
glViewport(0, 0, srcWidth, srcHeight);
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
if(g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();