From eae57b68e1f4ae9cdac31587b1171ad63022cb1b Mon Sep 17 00:00:00 2001 From: baldurk Date: Wed, 11 Dec 2019 16:45:37 +0000 Subject: [PATCH] Don't trash current program state in GL when creating MSAA conv programs --- renderdoc/driver/gl/gl_msaa_array_conv.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/renderdoc/driver/gl/gl_msaa_array_conv.cpp b/renderdoc/driver/gl/gl_msaa_array_conv.cpp index f93b5ab1c..aa7490b44 100644 --- a/renderdoc/driver/gl/gl_msaa_array_conv.cpp +++ b/renderdoc/driver/gl/gl_msaa_array_conv.cpp @@ -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 {