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Don't mutate VAO binding when replaying glEnable/DisableVertexAttrib
* These calls need to go through DSA access like all the other VAO functions.
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e4a5b80bdd
commit
6bcd293a3f
1 file changed
+14
-22
@@ -3663,20 +3663,16 @@ bool WrappedOpenGL::Serialise_glEnableVertexArrayAttribEXT(GLuint vaobj, GLuint
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if(m_State < WRITING)
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{
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if(m_State == READING)
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if(id != ResourceId())
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{
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if(id != ResourceId())
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{
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GLResource res = GetResourceManager()->GetLiveResource(id);
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m_Real.glBindVertexArray(res.name);
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}
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else
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{
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m_Real.glBindVertexArray(m_FakeVAO);
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}
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vaobj = GetResourceManager()->GetLiveResource(id).name;
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}
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else
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{
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vaobj = m_FakeVAO;
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}
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m_Real.glEnableVertexAttribArray(Index);
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m_Real.glEnableVertexArrayAttribEXT(vaobj, Index);
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}
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return true;
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}
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@@ -3745,20 +3741,16 @@ bool WrappedOpenGL::Serialise_glDisableVertexArrayAttribEXT(GLuint vaobj, GLuint
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if(m_State < WRITING)
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{
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if(m_State == READING)
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if(id != ResourceId())
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{
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if(id != ResourceId())
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{
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GLResource res = GetResourceManager()->GetLiveResource(id);
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m_Real.glBindVertexArray(res.name);
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}
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else
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{
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m_Real.glBindVertexArray(m_FakeVAO);
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}
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vaobj = GetResourceManager()->GetLiveResource(id).name;
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}
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else
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{
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vaobj = m_FakeVAO;
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}
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m_Real.glDisableVertexAttribArray(Index);
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m_Real.glDisableVertexArrayAttribEXT(vaobj, Index);
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}
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return true;
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}
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