Make sure to re-link GL programs after copying attrib bindings

This commit is contained in:
baldurk
2017-01-03 17:16:01 +00:00
parent bd8720141d
commit f3c36ccf52
+8
View File
@@ -1956,8 +1956,12 @@ void GLReplay::SetupOverlayPipeline(GLuint Program, GLuint Pipeline, GLuint frag
CopyProgramUniforms(gl.GetHookset(), progsrc, progdst);
if(i == 0)
{
CopyProgramAttribBindings(gl.GetHookset(), progsrc, progdst,
GetShader(pipeDetails.stageShaders[i], ""));
gl.glLinkProgram(progdst);
}
}
}
}
@@ -1978,8 +1982,12 @@ void GLReplay::SetupOverlayPipeline(GLuint Program, GLuint Pipeline, GLuint frag
CopyProgramUniforms(gl.GetHookset(), Program, progdst);
if(i == 0)
{
CopyProgramAttribBindings(gl.GetHookset(), Program, progdst,
GetShader(progDetails.stageShaders[i], ""));
gl.glLinkProgram(progdst);
}
}
}
}