From b19cff8a08a03b39653ea16ec5f51a2c80c5f2d1 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Wed, 3 Dec 2014 23:24:58 -0800 Subject: [PATCH] OGL: Use a fixed VAO for attributeless rendering. Instead of abusing whatever VAO is previously bound, which might have enabled arrays. Only used in one instance currently, which fixes a crash with older NVIDIA drivers. --- Source/Core/VideoBackends/OGL/GLUtil.cpp | 31 +++++++++++++++++++ Source/Core/VideoBackends/OGL/GLUtil.h | 5 +++ .../Core/VideoBackends/OGL/PostProcessing.cpp | 2 ++ Source/Core/VideoBackends/OGL/Render.cpp | 2 ++ 4 files changed, 40 insertions(+) diff --git a/Source/Core/VideoBackends/OGL/GLUtil.cpp b/Source/Core/VideoBackends/OGL/GLUtil.cpp index bfd6170839..f91b079c3b 100644 --- a/Source/Core/VideoBackends/OGL/GLUtil.cpp +++ b/Source/Core/VideoBackends/OGL/GLUtil.cpp @@ -16,6 +16,8 @@ #include "VideoCommon/VideoConfig.h" cInterfaceBase *GLInterface; +static GLuint attributelessVAO = 0; +static GLuint attributelessVBO = 0; namespace OGL { @@ -113,3 +115,32 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade return programID; } +static void CreateAttributelessVAO() +{ + glGenVertexArrays(1, &attributelessVAO); + + // In a compatibility context, we require a valid, bound array buffer. + glGenBuffers(1, &attributelessVBO); + + // 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() +{ + if (attributelessVAO == 0) + CreateAttributelessVAO(); + + glBindVertexArray(attributelessVAO); + glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO); +} + +void OpenGL_DeleteAttributelessVAO() +{ + glDeleteVertexArrays(1, &attributelessVAO); + glDeleteBuffers(1, &attributelessVBO); +} diff --git a/Source/Core/VideoBackends/OGL/GLUtil.h b/Source/Core/VideoBackends/OGL/GLUtil.h index 8bcfb06886..3d7e562971 100644 --- a/Source/Core/VideoBackends/OGL/GLUtil.h +++ b/Source/Core/VideoBackends/OGL/GLUtil.h @@ -18,6 +18,11 @@ void InitInterface(); // Helpers GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader); +// Binds (and creates, if necessary) a VAO and VBO suitable for attributeless rendering. +void OpenGL_BindAttributelessVAO(); +// Deletes any existing VAO / VBO that has been created. +void OpenGL_DeleteAttributelessVAO(); + // 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 diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 80bdf8eef4..74fd93147b 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -72,6 +72,8 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle if (m_attribute_workaround) glBindVertexArray(m_attribute_vao); + else + OpenGL_BindAttributelessVAO(); m_shader.Bind(); diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index f33c59899c..c14753039d 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -686,6 +686,8 @@ void Renderer::Shutdown() delete m_post_processor; m_post_processor = nullptr; + + OpenGL_DeleteAttributelessVAO(); } void Renderer::Init()