From 7f838fc88cf87de6ffbafb6423ad17493446c45d Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 5 Sep 2019 13:44:02 +0100 Subject: [PATCH] Don't trash SPIR-V shaders on GL after compiling them --- renderdoc/driver/gl/gl_debug.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/renderdoc/driver/gl/gl_debug.cpp b/renderdoc/driver/gl/gl_debug.cpp index 165ce03da..dbc75ebf3 100644 --- a/renderdoc/driver/gl/gl_debug.cpp +++ b/renderdoc/driver/gl/gl_debug.cpp @@ -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) {