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OpenGL: Check if uniform block exists before updating it (#2581)
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@ -1071,8 +1071,8 @@ void RasterizerOpenGL::SetShader() {
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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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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GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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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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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
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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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GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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@ -1104,6 +1104,7 @@ void RasterizerOpenGL::SetShader() {
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SyncFogColor();
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SyncFogColor();
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}
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}
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}
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}
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}
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void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = Pica::g_state.regs;
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const auto& regs = Pica::g_state.regs;
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