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OGL: Ensure VAO is active before unmapping buffers
Fixes a crash which could occur in platforms which do not support buffer_storage, and EFB2RAM is enabled (which indirectly uses the attributeless buffer).
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@ -86,6 +86,10 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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// The index buffer is part of the VAO state, therefore we need to bind it first.
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const GLVertexFormat* vertex_format =
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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ProgramShaderCache::BindVertexFormat(vertex_format);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_indexBuffer->Unmap(index_data_size);
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s_indexBuffer->Unmap(index_data_size);
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