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authorUnknown W. Brackets <checkins@unknownbrackets.org>2014-12-11 01:00:37 -0800
committerUnknown W. Brackets <checkins@unknownbrackets.org>2014-12-11 01:00:37 -0800
commitde2abbed17fdb6521b5973cb7544cd21977051c9 (patch)
treeeb6fb911d2b9425856e1493566c16c21592cf5c0 /Source/Core/VideoBackends/OGL/GLUtil.cpp
parent290fd545e688639057c7657050335c3bf5729331 (diff)
OGL: Move attributeless VAO creation to Init.
This way we won't trash an existing bound VBO by mistake.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/GLUtil.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/GLUtil.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/OGL/GLUtil.cpp b/Source/Core/VideoBackends/OGL/GLUtil.cpp
index d367c370bf..dddc299fb9 100644
--- a/Source/Core/VideoBackends/OGL/GLUtil.cpp
+++ b/Source/Core/VideoBackends/OGL/GLUtil.cpp
@@ -115,12 +115,14 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
return programID;
}
-static void CreateAttributelessVAO()
+void OpenGL_CreateAttributelessVAO()
{
glGenVertexArrays(1, &attributelessVAO);
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have been created successfully.")
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &attributelessVBO);
+ _dbg_assert_msg_(VIDEO, attributelessVBO != 0, "Attributeless VBO should have been created successfully.")
// Initialize the buffer with nothing.
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
@@ -132,16 +134,14 @@ static void CreateAttributelessVAO()
void OpenGL_BindAttributelessVAO()
{
- if (attributelessVAO == 0)
- CreateAttributelessVAO();
-
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
glBindVertexArray(attributelessVAO);
- glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
}
void OpenGL_DeleteAttributelessVAO()
{
- if (attributelessVAO)
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
+ if (attributelessVAO != 0)
{
glDeleteVertexArrays(1, &attributelessVAO);
glDeleteBuffers(1, &attributelessVBO);