Don't leak rasterizer discard state if GL postvs fails

This commit is contained in:
baldurk
2019-01-31 17:27:47 +00:00
parent 19c7af5e35
commit 4be6bf50f9
+3 -3
View File
@@ -215,9 +215,6 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
list<string> matrixVaryings; // matrices need some fixup
vector<const char *> varyings;
// we don't want to do any work, so just discard before rasterizing
drv.glEnable(eGL_RASTERIZER_DISCARD);
CopyProgramAttribBindings(stageSrcPrograms[0], vsProg, vsRefl);
varyings.clear();
@@ -402,6 +399,9 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
// the vertex stage
CopyProgramUniforms(stageSrcPrograms[0], vsProg);
// we don't want to do any work, so just discard before rasterizing
drv.glEnable(eGL_RASTERIZER_DISCARD);
// bind our program and do the feedback draw
drv.glUseProgram(vsProg);
drv.glBindProgramPipeline(0);