Don't trash SPIR-V shaders on GL after compiling them

This commit is contained in:
baldurk
2019-09-05 20:33:25 +01:00
parent 1961495390
commit 7f838fc88c
+2 -1
View File
@@ -414,6 +414,8 @@ void GLReplay::InitDebugData()
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
// pre-compile SPIR-V shaders up front since this is more expensive
if(HasExt[ARB_gl_spirv])
{
@@ -485,7 +487,6 @@ void GLReplay::InitDebugData()
DebugData.fixedcolFragShader = DebugData.quadoverdrawFragShader = 0;
DebugData.quadoverdrawResolveProg = 0;
DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
if(IsGLES)
{