VideoBackends:OGL: Creating vertex formats shouldn't unbind anything

This commit is contained in:
TellowKrinkle
2022-11-15 00:38:24 -06:00
parent 44f8b8c100
commit e3cc42069f
3 changed files with 10 additions and 1 deletions

View File

@ -59,7 +59,6 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
ProgramShaderCache::BindVertexFormat(this);
// the element buffer is bound directly to the vao, so we must it set for every vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
@ -77,6 +76,9 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
SetPointer(ShaderAttrib::TexCoord0 + i, vertex_stride, vtx_decl.texcoords[i]);
SetPointer(ShaderAttrib::PositionMatrix, vertex_stride, vtx_decl.posmtx);
// Other code shouldn't have to worry about its vertex formats being randomly unbound
ProgramShaderCache::ReBindVertexFormat();
}
GLVertexFormat::~GLVertexFormat()