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).
This commit is contained in:
Stenzek 2018-03-15 00:32:39 +10:00
parent 6813c5e1e9
commit dc9012ae08

View file

@ -86,6 +86,10 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
// The index buffer is part of the VAO state, therefore we need to bind it first.
const GLVertexFormat* vertex_format =
static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
ProgramShaderCache::BindVertexFormat(vertex_format);
s_vertexBuffer->Unmap(vertex_data_size);
s_indexBuffer->Unmap(index_data_size);