gsdx-ogl: ouch! Properly check the creation of vertex buffers

This commit is contained in:
Gregory Hainaut 2015-04-26 11:01:55 +02:00
parent 6a3250cad2
commit 346ef1eec2
1 changed files with 8 additions and 4 deletions

View File

@ -280,16 +280,19 @@ class GSVertexBufferStateOGL {
GLenum m_topology;
public:
GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr)
GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr) : m_vb(NULL), m_ib(NULL)
{
gl_GenVertexArrays(1, &m_va);
bind();
gl_BindVertexArray(m_va);
m_vb = new GSBufferOGL(GL_ARRAY_BUFFER, stride);
m_ib = new GSBufferOGL(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32));
if (!m_vb || !m_ib) {
fprintf(stderr, "Failed to allocate ARRAY/ELEMENT_ARRAY buffers\n");
throw GSDXError();
}
bind();
// Note: index array are part of the VA state so it need to be bound only once.
m_vb->bind();
m_ib->bind();
m_vb->allocate();
@ -299,6 +302,7 @@ public:
void bind()
{
// Note: index array are part of the VA state so it need to be bound only once.
gl_BindVertexArray(m_va);
if (m_vb)
m_vb->bind();