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gl_rasterizer: Workaround Intel VAO DSA bug

There is a bug on Intel's blob driver where it fails to properly build a
vertex array object if it's not bound even after creating it with
glCreateVertexArrays. This workaround binds it after creating it to
bypass the issue.
This commit is contained in:
ReinUsesLisp 2019-01-09 02:40:19 -03:00
parent 5933b3ea96
commit 877a978a22
3 changed files with 16 additions and 7 deletions

View file

@ -153,6 +153,12 @@ GLuint RasterizerOpenGL::SetupVertexFormat() {
vao_entry.Create();
const GLuint vao = vao_entry.handle;
// Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
// that fails to properly create the vertex array if it's not bound even after creating it
// with glCreateVertexArrays
state.draw.vertex_array = vao;
state.ApplyVertexArrayState();
glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.

View file

@ -503,7 +503,6 @@ void OpenGLState::ApplySamplers() const {
}
void OpenGLState::ApplyFramebufferState() const {
// Framebuffer
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
}
@ -512,6 +511,12 @@ void OpenGLState::ApplyFramebufferState() const {
}
}
void OpenGLState::ApplyVertexArrayState() const {
if (draw.vertex_array != cur_state.draw.vertex_array) {
glBindVertexArray(draw.vertex_array);
}
}
void OpenGLState::ApplyDepthClamp() const {
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
@ -529,11 +534,7 @@ void OpenGLState::ApplyDepthClamp() const {
void OpenGLState::Apply() const {
ApplyFramebufferState();
// Vertex array
if (draw.vertex_array != cur_state.draw.vertex_array) {
glBindVertexArray(draw.vertex_array);
}
ApplyVertexArrayState();
// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {

View file

@ -204,8 +204,10 @@ public:
}
/// Apply this state as the current OpenGL state
void Apply() const;
/// Apply only the state afecting the framebuffer
/// Apply only the state affecting the framebuffer
void ApplyFramebufferState() const;
/// Apply only the state affecting the vertex array
void ApplyVertexArrayState() const;
/// Set the initial OpenGL state
static void ApplyDefaultState();
/// Resets any references to the given resource