Don't trash current program state in GL when creating MSAA conv programs

This commit is contained in:
baldurk
2019-12-11 16:45:37 +00:00
parent 0659c7338f
commit eae57b68e1
@@ -67,6 +67,9 @@ void WrappedOpenGL::ArrayMSPrograms::Create()
if(HasExt[ARB_texture_multisample])
{
GLuint prevProg = 0;
GL.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prevProg);
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depthms2arr_frag), shaderType, glslBaseVer);
@@ -84,6 +87,8 @@ void WrappedOpenGL::ArrayMSPrograms::Create()
GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcDepthArray"), 0);
GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcStencilArray"), 1);
GL.glUseProgram(prevProg);
}
else
{