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:
Unknown W. Brackets
2014-12-03 23:24:58 -08:00
parent f7a16eca84
commit b19cff8a08
4 changed files with 40 additions and 0 deletions

View File

@ -16,6 +16,8 @@
#include "VideoCommon/VideoConfig.h"
cInterfaceBase *GLInterface;
static GLuint attributelessVAO = 0;
static GLuint attributelessVBO = 0;
namespace OGL
{
@ -113,3 +115,32 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
return programID;
}
static void CreateAttributelessVAO()
{
glGenVertexArrays(1, &attributelessVAO);
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &attributelessVBO);
// Initialize the buffer with nothing.
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat), nullptr, GL_STATIC_DRAW);
// We must also define vertex attribute 0.
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
void OpenGL_BindAttributelessVAO()
{
if (attributelessVAO == 0)
CreateAttributelessVAO();
glBindVertexArray(attributelessVAO);
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
}
void OpenGL_DeleteAttributelessVAO()
{
glDeleteVertexArrays(1, &attributelessVAO);
glDeleteBuffers(1, &attributelessVBO);
}