Bind unused pixel pack/unpack buffers in GL_Resource_Lifetimes test

* This ensures having them around doesn't break capture.
This commit is contained in:
baldurk
2019-12-11 16:59:50 +00:00
parent 7726dc1cd0
commit c63baeb609
@@ -322,6 +322,16 @@ void main()
return tex;
};
GLuint packbuf = MakeBuffer();
glBindBuffer(GL_PIXEL_PACK_BUFFER, packbuf);
glBufferData(GL_PIXEL_PACK_BUFFER, 4, NULL, GL_STATIC_DRAW);
GLuint unpackbuf = MakeBuffer();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackbuf);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 4, NULL, GL_STATIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
auto TrashTex = [](GLuint tex) {
const uint32_t empty[4 * 4] = {};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, empty);
@@ -365,6 +375,9 @@ void main()
GLuint buf = SetupBuf();
while(Running())
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
glClearNamedFramebufferfv(0, GL_COLOR, 0, col);
@@ -419,6 +432,9 @@ void main()
tex = SetupTex();
buf = SetupBuf();
glBindBuffer(GL_PIXEL_PACK_BUFFER, packbuf);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackbuf);
Present();
}