mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-01 16:02:39 +00:00
OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have enabled arrays. Only used in one instance currently, which fixes a crash with older NVIDIA drivers.
This commit is contained in:
parent
f7a16eca84
commit
b19cff8a08
4 changed files with 40 additions and 0 deletions
|
@ -18,6 +18,11 @@ void InitInterface();
|
|||
// Helpers
|
||||
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
|
||||
|
||||
// Binds (and creates, if necessary) a VAO and VBO suitable for attributeless rendering.
|
||||
void OpenGL_BindAttributelessVAO();
|
||||
// Deletes any existing VAO / VBO that has been created.
|
||||
void OpenGL_DeleteAttributelessVAO();
|
||||
|
||||
// this should be removed in future, but as long as glsl is unstable, we should really read this messages
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
#define DEBUG_GLSL 1
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue