remove glValidate call in shader linking. this is gonna fix the old intel cards, right?
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@ -226,18 +226,19 @@ namespace BizHawk.Bizware.BizwareGL.Drivers.OpenTK
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if(linkStatus == 0)
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if(linkStatus == 0)
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throw new InvalidOperationException("Error creating pipeline (link status false returned from glLinkProgram): " + "\r\n\r\n" + resultLog);
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throw new InvalidOperationException("Error creating pipeline (link status false returned from glLinkProgram): " + "\r\n\r\n" + resultLog);
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GL.ValidateProgram(pid);
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//need to work on validation. apparently there are some weird caveats to glValidate which make it complicated and possibly excuses (barely) the intel drivers' dysfunctional operation
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errcode = GL.GetError();
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//GL.ValidateProgram(pid);
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//errcode = GL.GetError();
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resultLog = GL.GetProgramInfoLog(pid);
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//resultLog = GL.GetProgramInfoLog(pid);
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if (errcode != ErrorCode.NoError)
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//if (errcode != ErrorCode.NoError)
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throw new InvalidOperationException("Error creating pipeline (error returned from glValidateProgram): " + errcode + "\r\n\r\n" + resultLog);
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// throw new InvalidOperationException("Error creating pipeline (error returned from glValidateProgram): " + errcode + "\r\n\r\n" + resultLog);
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int validateStatus;
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//int validateStatus;
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GL.GetProgram(pid, GetProgramParameterName.ValidateStatus, out validateStatus);
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//GL.GetProgram(pid, GetProgramParameterName.ValidateStatus, out validateStatus);
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if (validateStatus == 0)
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//if (validateStatus == 0)
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throw new InvalidOperationException("Error creating pipeline (validateStatus status false returned from glValidateProgram): " + "\r\n\r\n" + resultLog);
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// throw new InvalidOperationException("Error creating pipeline (validateStatus status false returned from glValidateProgram): " + "\r\n\r\n" + resultLog);
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//set the program to active, in case we need to set sampler uniforms on it
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//set the program to active, in case we need to set sampler uniforms on it
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GL.UseProgram(pid);
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GL.UseProgram(pid);
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