Merge pull request #1650 from unknownbrackets/attributeless-fix

OGL: Unbind the active VAO before attributeless rendering
This commit is contained in:
skidau 2014-12-14 14:42:07 +11:00
commit 15f7e63cc2
7 changed files with 59 additions and 0 deletions

View file

@ -373,6 +373,8 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
{
g_renderer->ResetAPIState();
OpenGL_BindAttributelessVAO();
GLuint src_texture = 0;
// We aren't allowed to render and sample the same texture in one draw call,

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@ -16,6 +16,8 @@
#include "VideoCommon/VideoConfig.h"
cInterfaceBase *GLInterface;
static GLuint attributelessVAO = 0;
static GLuint attributelessVBO = 0;
namespace OGL
{
@ -113,3 +115,38 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
return programID;
}
void OpenGL_CreateAttributelessVAO()
{
glGenVertexArrays(1, &attributelessVAO);
_dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have been created successfully.")
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &attributelessVBO);
_dbg_assert_msg_(VIDEO, attributelessVBO != 0, "Attributeless VBO should have been created successfully.")
// 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()
{
_dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
glBindVertexArray(attributelessVAO);
}
void OpenGL_DeleteAttributelessVAO()
{
_dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
if (attributelessVAO != 0)
{
glDeleteVertexArrays(1, &attributelessVAO);
glDeleteBuffers(1, &attributelessVBO);
attributelessVAO = 0;
attributelessVBO = 0;
}
}

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@ -18,6 +18,14 @@ void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
// Creates and deletes a VAO and VBO suitable for attributeless rendering.
// Called by the Renderer.
void OpenGL_CreateAttributelessVAO();
void OpenGL_DeleteAttributelessVAO();
// Binds the VAO suitable for attributeless rendering.
void OpenGL_BindAttributelessVAO();
// 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

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@ -72,6 +72,8 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
if (m_attribute_workaround)
glBindVertexArray(m_attribute_vao);
else
OpenGL_BindAttributelessVAO();
m_shader.Bind();

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@ -691,6 +691,8 @@ void Renderer::Shutdown()
delete m_post_processor;
m_post_processor = nullptr;
OpenGL_DeleteAttributelessVAO();
}
void Renderer::Init()
@ -717,6 +719,8 @@ void Renderer::Init()
" ocol0 = c;\n"
"}\n");
OpenGL_CreateAttributelessVAO();
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);

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@ -249,6 +249,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
{
FramebufferManager::SetFramebuffer(framebuffer);
OpenGL_BindAttributelessVAO();
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);

View file

@ -222,6 +222,8 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
OpenGL_BindAttributelessVAO();
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
@ -362,6 +364,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
g_renderer->ResetAPIState(); // reset any game specific settings
OpenGL_BindAttributelessVAO();
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);