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FIx a potential bug when using _glUniform calls with an invalid location
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1 changed files with 7 additions and 3 deletions
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@ -40,10 +40,14 @@ public:
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return _shaderObjects[version].glprogram;
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}
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GLint getUniformLocation(GLint srcLoc, Version version = Mono) {
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GLint getUniformLocation(GLint srcLoc, Version version = Mono) const {
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// THIS will be used in the future PR as we grow the number of versions
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return _uniformMappings[version][srcLoc];
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// return srcLoc;
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const auto& mapping = _uniformMappings[version];
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auto found = mapping.find(srcLoc);
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if (found == mapping.end()) {
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return -1;
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}
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return found->second;
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}
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const std::weak_ptr<GLBackend> _backend;
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