Disable UBO buffer generation if hardware doesn't support it.
This commit is contained in:
parent
df283a56a0
commit
fbef258dab
|
@ -169,6 +169,8 @@ namespace OGL
|
|||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
|
@ -188,12 +190,14 @@ namespace OGL
|
|||
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
|
||||
}
|
||||
}
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
glDeleteBuffers(2, UBOBuffers);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue