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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-09 06:40:19 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-09 06:40:19 +0100
commit877a978a221d0418953338fe9644dc2b1d8b7b15 (patch)
treed803100fe974bce85007e9d41a07f0944207bde0 /src/video_core/renderer_opengl
parentgl_stream_buffer: Use DSA for buffer management (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp6
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp13
-rw-r--r--src/video_core/renderer_opengl/gl_state.h4
3 files changed, 16 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 7ce8c2bcc..61ccfa104 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -153,6 +153,12 @@ GLuint RasterizerOpenGL::SetupVertexFormat() {
vao_entry.Create();
const GLuint vao = vao_entry.handle;
+ // Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
+ // that fails to properly create the vertex array if it's not bound even after creating it
+ // with glCreateVertexArrays
+ state.draw.vertex_array = vao;
+ state.ApplyVertexArrayState();
+
glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 79bb52ddf..b7ba59350 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -503,7 +503,6 @@ void OpenGLState::ApplySamplers() const {
}
void OpenGLState::ApplyFramebufferState() const {
- // Framebuffer
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
}
@@ -512,6 +511,12 @@ void OpenGLState::ApplyFramebufferState() const {
}
}
+void OpenGLState::ApplyVertexArrayState() const {
+ if (draw.vertex_array != cur_state.draw.vertex_array) {
+ glBindVertexArray(draw.vertex_array);
+ }
+}
+
void OpenGLState::ApplyDepthClamp() const {
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
@@ -529,11 +534,7 @@ void OpenGLState::ApplyDepthClamp() const {
void OpenGLState::Apply() const {
ApplyFramebufferState();
-
- // Vertex array
- if (draw.vertex_array != cur_state.draw.vertex_array) {
- glBindVertexArray(draw.vertex_array);
- }
+ ApplyVertexArrayState();
// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 9dc3f0cc8..a5a7c0920 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -204,8 +204,10 @@ public:
}
/// Apply this state as the current OpenGL state
void Apply() const;
- /// Apply only the state afecting the framebuffer
+ /// Apply only the state affecting the framebuffer
void ApplyFramebufferState() const;
+ /// Apply only the state affecting the vertex array
+ void ApplyVertexArrayState() const;
/// Set the initial OpenGL state
static void ApplyDefaultState();
/// Resets any references to the given resource