GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.

This commit is contained in:
Subv 2018-07-04 15:20:12 -05:00
parent c42b818cf9
commit 4bda9693be

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@ -686,7 +686,10 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program,
// Bind the uniform to the sampler. // Bind the uniform to the sampler.
GLint uniform = glGetUniformLocation(program, entry.GetName().c_str()); GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
ASSERT(uniform != -1); if (uniform == -1) {
continue;
}
glProgramUniform1i(program, uniform, current_bindpoint); glProgramUniform1i(program, uniform, current_bindpoint);
const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset()); const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());