Enables ARB shaders only once since we should not mix different backends.
This was SVN commit r26629.
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@ -198,8 +198,6 @@ public:
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void Bind() override
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram);
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@ -208,8 +206,6 @@ public:
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void Unbind() override
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{
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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@ -289,6 +289,14 @@ std::unique_ptr<CDevice> CDevice::Create(SDL_Window* window, const bool arb)
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glEnable(GL_TEXTURE_2D);
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if (arb)
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{
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#if !CONFIG2_GLES
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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#endif
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}
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device->m_Backbuffer = CFramebuffer::CreateBackbuffer(device.get());
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Capabilities& capabilities = device->m_Capabilities;
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