Don't pass internal GL shaders through reflection queries pointlessly

* Intel's drivers in particular seem buggy when trying to reflect
  shaders, so there's no point in reflecting shaders that aren't from
  the capture as all we do is add the potential for crashes.
This commit is contained in:
baldurk
2017-09-29 12:20:04 +01:00
parent 8f4b2a0d49
commit 2f72848056
+2 -2
View File
@@ -45,7 +45,7 @@ GLuint GLReplay::CreateCShaderProgram(const vector<string> &csSources)
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
const GLHookSet &gl = m_pDriver->GetHookset();
GLuint cs = gl.glCreateShader(eGL_COMPUTE_SHADER);
@@ -102,7 +102,7 @@ GLuint GLReplay::CreateShaderProgram(const vector<string> &vsSources,
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
const GLHookSet &gl = m_pDriver->GetHookset();
GLuint vs = 0;
GLuint fs = 0;