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

@ -496,6 +496,12 @@ void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
s_last_VAO = new_VAO;
}
void ProgramShaderCache::ReBindVertexFormat()
{
if (s_last_VAO)
glBindVertexArray(s_last_VAO);
}
bool ProgramShaderCache::IsValidVertexFormatBound()
{
return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO;