forked from ShuriZma/suyu
gl_rasterizer: Use passthrough shader for SetupVertexShader.
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@ -196,7 +196,8 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VS);
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MICROPROFILE_SCOPE(OpenGL_VS);
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UNIMPLEMENTED();
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LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
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}
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}
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void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
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