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OpenGL: Check if uniform block exists before updating it (#2581)
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@ -1071,37 +1071,38 @@ void RasterizerOpenGL::SetShader() {
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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unsigned int block_index =
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glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
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GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData),
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"Uniform block size did not match! Got %d, expected %zu",
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static_cast<int>(block_size), sizeof(UniformData));
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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if (block_index != GL_INVALID_INDEX) {
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
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GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData),
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"Uniform block size did not match! Got %d, expected %zu",
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static_cast<int>(block_size), sizeof(UniformData));
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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// Update uniforms
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SyncDepthScale();
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SyncDepthOffset();
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SyncAlphaTest();
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SyncCombinerColor();
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auto& tev_stages = Pica::g_state.regs.texturing.GetTevStages();
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for (int index = 0; index < tev_stages.size(); ++index)
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SyncTevConstColor(index, tev_stages[index]);
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// Update uniforms
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SyncDepthScale();
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SyncDepthOffset();
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SyncAlphaTest();
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SyncCombinerColor();
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auto& tev_stages = Pica::g_state.regs.texturing.GetTevStages();
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for (int index = 0; index < tev_stages.size(); ++index)
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SyncTevConstColor(index, tev_stages[index]);
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SyncGlobalAmbient();
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightSpecular0(light_index);
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SyncLightSpecular1(light_index);
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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SyncGlobalAmbient();
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightSpecular0(light_index);
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SyncLightSpecular1(light_index);
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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}
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SyncFogColor();
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}
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SyncFogColor();
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}
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}
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