1
0
forked from 0ad/0ad

Enables ARB shaders only once since we should not mix different backends.

This was SVN commit r26629.
This commit is contained in:
Vladislav Belov 2022-03-12 22:10:47 +00:00
parent 0456b09c3c
commit 992c18aabb
2 changed files with 8 additions and 4 deletions

View File

@ -198,8 +198,6 @@ public:
void Bind() override
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram);
@ -208,8 +206,6 @@ public:
void Unbind() override
{
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);

View File

@ -289,6 +289,14 @@ std::unique_ptr<CDevice> CDevice::Create(SDL_Window* window, const bool arb)
glEnable(GL_TEXTURE_2D);
if (arb)
{
#if !CONFIG2_GLES
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
#endif
}
device->m_Backbuffer = CFramebuffer::CreateBackbuffer(device.get());
Capabilities& capabilities = device->m_Capabilities;