mirror of
https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
gl_rasterizer: Workaround Intel VAO DSA bug
There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue.
This commit is contained in:
parent
5933b3ea96
commit
877a978a22
|
@ -153,6 +153,12 @@ GLuint RasterizerOpenGL::SetupVertexFormat() {
|
||||||
vao_entry.Create();
|
vao_entry.Create();
|
||||||
const GLuint vao = vao_entry.handle;
|
const GLuint vao = vao_entry.handle;
|
||||||
|
|
||||||
|
// Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
|
||||||
|
// that fails to properly create the vertex array if it's not bound even after creating it
|
||||||
|
// with glCreateVertexArrays
|
||||||
|
state.draw.vertex_array = vao;
|
||||||
|
state.ApplyVertexArrayState();
|
||||||
|
|
||||||
glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
|
glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
|
||||||
|
|
||||||
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
|
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
|
||||||
|
|
|
@ -503,7 +503,6 @@ void OpenGLState::ApplySamplers() const {
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyFramebufferState() const {
|
void OpenGLState::ApplyFramebufferState() const {
|
||||||
// Framebuffer
|
|
||||||
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||||
}
|
}
|
||||||
|
@ -512,6 +511,12 @@ void OpenGLState::ApplyFramebufferState() const {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OpenGLState::ApplyVertexArrayState() const {
|
||||||
|
if (draw.vertex_array != cur_state.draw.vertex_array) {
|
||||||
|
glBindVertexArray(draw.vertex_array);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyDepthClamp() const {
|
void OpenGLState::ApplyDepthClamp() const {
|
||||||
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
||||||
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
||||||
|
@ -529,11 +534,7 @@ void OpenGLState::ApplyDepthClamp() const {
|
||||||
|
|
||||||
void OpenGLState::Apply() const {
|
void OpenGLState::Apply() const {
|
||||||
ApplyFramebufferState();
|
ApplyFramebufferState();
|
||||||
|
ApplyVertexArrayState();
|
||||||
// Vertex array
|
|
||||||
if (draw.vertex_array != cur_state.draw.vertex_array) {
|
|
||||||
glBindVertexArray(draw.vertex_array);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shader program
|
// Shader program
|
||||||
if (draw.shader_program != cur_state.draw.shader_program) {
|
if (draw.shader_program != cur_state.draw.shader_program) {
|
||||||
|
|
|
@ -204,8 +204,10 @@ public:
|
||||||
}
|
}
|
||||||
/// Apply this state as the current OpenGL state
|
/// Apply this state as the current OpenGL state
|
||||||
void Apply() const;
|
void Apply() const;
|
||||||
/// Apply only the state afecting the framebuffer
|
/// Apply only the state affecting the framebuffer
|
||||||
void ApplyFramebufferState() const;
|
void ApplyFramebufferState() const;
|
||||||
|
/// Apply only the state affecting the vertex array
|
||||||
|
void ApplyVertexArrayState() const;
|
||||||
/// Set the initial OpenGL state
|
/// Set the initial OpenGL state
|
||||||
static void ApplyDefaultState();
|
static void ApplyDefaultState();
|
||||||
/// Resets any references to the given resource
|
/// Resets any references to the given resource
|
||||||
|
|
Loading…
Reference in a new issue