From 2f728480566e4cfdd81de5435ba5c57c0e5d4525 Mon Sep 17 00:00:00 2001 From: baldurk Date: Fri, 29 Sep 2017 12:20:04 +0100 Subject: [PATCH] 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. --- renderdoc/driver/gl/gl_debug.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/renderdoc/driver/gl/gl_debug.cpp b/renderdoc/driver/gl/gl_debug.cpp index 1f3f0bd4f..1271beb5f 100644 --- a/renderdoc/driver/gl/gl_debug.cpp +++ b/renderdoc/driver/gl/gl_debug.cpp @@ -45,7 +45,7 @@ GLuint GLReplay::CreateCShaderProgram(const vector &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 &vsSources, MakeCurrentReplayContext(m_DebugCtx); - WrappedOpenGL &gl = *m_pDriver; + const GLHookSet &gl = m_pDriver->GetHookset(); GLuint vs = 0; GLuint fs = 0;