FIx a potential bug when using _glUniform calls with an invalid location

This commit is contained in:
sam 2016-12-01 02:39:52 -08:00
parent 030f0d7103
commit 6342762fde

View file

@ -40,10 +40,14 @@ public:
return _shaderObjects[version].glprogram;
}
GLint getUniformLocation(GLint srcLoc, Version version = Mono) {
GLint getUniformLocation(GLint srcLoc, Version version = Mono) const {
// THIS will be used in the future PR as we grow the number of versions
return _uniformMappings[version][srcLoc];
// return srcLoc;
const auto& mapping = _uniformMappings[version];
auto found = mapping.find(srcLoc);
if (found == mapping.end()) {
return -1;
}
return found->second;
}
const std::weak_ptr<GLBackend> _backend;