- fixed a problem with some older AMD drivers: Normally calling glBindBufferBase should imply a call to glBindBuffer, but on these drivers it was never done, which resulted in the light uniform buffer never being created...

This commit is contained in:
Christoph Oelckers 2015-01-24 13:13:54 +01:00
parent 4446922f26
commit a578ff5d06
1 changed files with 2 additions and 0 deletions

View File

@ -70,6 +70,7 @@ FLightBuffer::FLightBuffer()
glGenBuffers(1, &mBufferId);
glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
glBindBuffer(mBufferType, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
if (gl.flags & RFL_BUFFER_STORAGE)
{
glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
@ -144,6 +145,7 @@ int FLightBuffer::UploadLights(FDynLightData &data)
// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
glGenBuffers(1, &newbuffer);
glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
glBindBuffer(mBufferType, newbuffer); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
// create the new buffer's storage (twice as large as the old one)