Merge pull request #11279 from tellowkrinkle/GlobalStateIsGreat

VideoBackends:OGL: Creating vertex formats shouldn't unbind anything
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Pokechu22 2022-11-28 20:18:17 -08:00 committed by GitHub
commit 421af09b1e
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3 changed files with 10 additions and 1 deletions

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@ -59,7 +59,6 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
ProgramShaderCache::BindVertexFormat(this);
// the element buffer is bound directly to the vao, so we must it set for every vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
@ -77,6 +76,9 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
SetPointer(ShaderAttrib::TexCoord0 + i, vertex_stride, vtx_decl.texcoords[i]);
SetPointer(ShaderAttrib::PositionMatrix, vertex_stride, vtx_decl.posmtx);
// Other code shouldn't have to worry about its vertex formats being randomly unbound
ProgramShaderCache::ReBindVertexFormat();
}
GLVertexFormat::~GLVertexFormat()

View file

@ -496,6 +496,12 @@ void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
s_last_VAO = new_VAO;
}
void ProgramShaderCache::ReBindVertexFormat()
{
if (s_last_VAO)
glBindVertexArray(s_last_VAO);
}
bool ProgramShaderCache::IsValidVertexFormatBound()
{
return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO;

View file

@ -69,6 +69,7 @@ class ProgramShaderCache
{
public:
static void BindVertexFormat(const GLVertexFormat* vertex_format);
static void ReBindVertexFormat();
static bool IsValidVertexFormatBound();
static void InvalidateVertexFormat();
static void InvalidateVertexFormatIfBound(GLuint vao);