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authorskidau <skidau@gmail.com>2014-12-14 14:42:07 +1100
committerskidau <skidau@gmail.com>2014-12-14 14:42:07 +1100
commit15f7e63cc20690f3a65100a7053821e1d935f1ac (patch)
tree6c541ca187265e51566133aefadc426a3c364c46 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent45dedfcb8ea71e85b4cea43256532265362e8adb (diff)
parent029f8c3c3f065de723a1a334f70d2882208b7cdf (diff)
Merge pull request #1650 from unknownbrackets/attributeless-fix
OGL: Unbind the active VAO before attributeless rendering
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
index 8753b58e8a..6384991ceb 100644
--- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
@@ -222,6 +222,8 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
+ OpenGL_BindAttributelessVAO();
+
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
@@ -362,6 +364,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
g_renderer->ResetAPIState(); // reset any game specific settings
+ OpenGL_BindAttributelessVAO();
+
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);