OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
This commit is contained in:
parent
0861cb8744
commit
290fd545e6
|
@ -141,9 +141,12 @@ void OpenGL_BindAttributelessVAO()
|
|||
|
||||
void OpenGL_DeleteAttributelessVAO()
|
||||
{
|
||||
glDeleteVertexArrays(1, &attributelessVAO);
|
||||
glDeleteBuffers(1, &attributelessVBO);
|
||||
if (attributelessVAO)
|
||||
{
|
||||
glDeleteVertexArrays(1, &attributelessVAO);
|
||||
glDeleteBuffers(1, &attributelessVBO);
|
||||
|
||||
attributelessVAO = 0;
|
||||
attributelessVBO = 0;
|
||||
attributelessVAO = 0;
|
||||
attributelessVBO = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -249,6 +249,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
{
|
||||
FramebufferManager::SetFramebuffer(framebuffer);
|
||||
|
||||
OpenGL_BindAttributelessVAO();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
|
||||
|
||||
|
|
Loading…
Reference in New Issue