diff --git a/renderdoc/driver/gl/gl_common.cpp b/renderdoc/driver/gl/gl_common.cpp index 6084f7e11..1d62768f6 100644 --- a/renderdoc/driver/gl/gl_common.cpp +++ b/renderdoc/driver/gl/gl_common.cpp @@ -196,7 +196,6 @@ bool ValidateFunctionPointers(const GLHookSet &real) CHECK_PRESENT(glClearBufferuiv) CHECK_PRESENT(glClearColor) CHECK_PRESENT(glClearDepthf) - CHECK_PRESENT(glColorMaski) CHECK_PRESENT(glCompileShader) CHECK_PRESENT(glCopyImageSubData) CHECK_PRESENT(glCreateProgram) @@ -216,7 +215,6 @@ bool ValidateFunctionPointers(const GLHookSet &real) CHECK_PRESENT(glDepthMask) CHECK_PRESENT(glDetachShader) CHECK_PRESENT(glDisable) - CHECK_PRESENT(glDisablei) CHECK_PRESENT(glDisableVertexAttribArray) CHECK_PRESENT(glDrawArrays) CHECK_PRESENT(glDrawArraysInstanced) @@ -224,7 +222,6 @@ bool ValidateFunctionPointers(const GLHookSet &real) CHECK_PRESENT(glDrawElements) CHECK_PRESENT(glDrawElementsBaseVertex) CHECK_PRESENT(glEnable) - CHECK_PRESENT(glEnablei) CHECK_PRESENT(glEnableVertexAttribArray) CHECK_PRESENT(glEndQuery) CHECK_PRESENT(glFramebufferTexture2D) @@ -278,7 +275,6 @@ bool ValidateFunctionPointers(const GLHookSet &real) CHECK_PRESENT(glGetVertexAttribiv) CHECK_PRESENT(glHint) CHECK_PRESENT(glIsEnabled) - CHECK_PRESENT(glIsEnabledi) CHECK_PRESENT(glLineWidth) CHECK_PRESENT(glLinkProgram) CHECK_PRESENT(glMapBufferRange) diff --git a/renderdoc/driver/gl/gl_overlay.cpp b/renderdoc/driver/gl/gl_overlay.cpp index 683540c9a..933522d5c 100644 --- a/renderdoc/driver/gl/gl_overlay.cpp +++ b/renderdoc/driver/gl/gl_overlay.cpp @@ -429,14 +429,20 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve gl.glUseProgram(DebugData.outlineQuadProg); gl.glBindProgramPipeline(0); - gl.glDisablei(eGL_SCISSOR_TEST, 0); - if(HasExt[ARB_viewport_array]) + { + gl.glDisablei(eGL_SCISSOR_TEST, 0); + gl.glViewportIndexedf(0, rs.Viewports[0].x, rs.Viewports[0].y, rs.Viewports[0].width, rs.Viewports[0].height); + } else + { + gl.glDisable(eGL_SCISSOR_TEST); + gl.glViewport((GLint)rs.Viewports[0].x, (GLint)rs.Viewports[0].y, (GLsizei)rs.Viewports[0].width, (GLsizei)rs.Viewports[0].height); + } gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]); OutlineUBOData *cdata =