From b6b7946d3ac276d164385b3c30fcf65e9ef9503a 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 acd61bb23..d54d0708e 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;