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author Jason Sams <rjsams@android.com> 2010-01-12 12:12:28 -0800
committer Jason Sams <rjsams@android.com> 2010-01-12 12:12:28 -0800
commitea87e96959895ef94cc3aa9576f41a660d2bbf03 (patch)
tree651c5131fada7c1a2ab55c71e3d6b71901f0832c /libs/rs/rsShaderCache.cpp
parent917cd4fcda61c63429d73639284f34bb85c97f37 (diff)
Implement type generation for user uniforms in vertex shader.
Diffstat (limited to 'libs/rs/rsShaderCache.cpp')
-rw-r--r--libs/rs/rsShaderCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/rs/rsShaderCache.cpp b/libs/rs/rsShaderCache.cpp
index 0d9863de69c4..8ac2487a5aab 100644
--- a/libs/rs/rsShaderCache.cpp
+++ b/libs/rs/rsShaderCache.cpp
@@ -132,7 +132,7 @@ bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag
LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
}
}
- for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
+ for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct));
if (rsc->props.mLogShaders) {
LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);