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gl_rasterizer: Workaround Intel VAO DSA bug
There is a bug on Intel's blob driver where it fails to properly build a vertex array object if it's not bound even after creating it with glCreateVertexArrays. This workaround binds it after creating it to bypass the issue.
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@ -153,6 +153,12 @@ GLuint RasterizerOpenGL::SetupVertexFormat() {
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vao_entry.Create();
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vao_entry.Create();
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const GLuint vao = vao_entry.handle;
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const GLuint vao = vao_entry.handle;
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// Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
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// that fails to properly create the vertex array if it's not bound even after creating it
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// with glCreateVertexArrays
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state.draw.vertex_array = vao;
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state.ApplyVertexArrayState();
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glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
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glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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@ -503,7 +503,6 @@ void OpenGLState::ApplySamplers() const {
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}
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}
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void OpenGLState::ApplyFramebufferState() const {
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void OpenGLState::ApplyFramebufferState() const {
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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}
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}
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@ -512,6 +511,12 @@ void OpenGLState::ApplyFramebufferState() const {
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}
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}
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}
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}
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void OpenGLState::ApplyVertexArrayState() const {
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if (draw.vertex_array != cur_state.draw.vertex_array) {
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glBindVertexArray(draw.vertex_array);
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}
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}
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void OpenGLState::ApplyDepthClamp() const {
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void OpenGLState::ApplyDepthClamp() const {
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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@ -529,11 +534,7 @@ void OpenGLState::ApplyDepthClamp() const {
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void OpenGLState::Apply() const {
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void OpenGLState::Apply() const {
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ApplyFramebufferState();
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ApplyFramebufferState();
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ApplyVertexArrayState();
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// Vertex array
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if (draw.vertex_array != cur_state.draw.vertex_array) {
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glBindVertexArray(draw.vertex_array);
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}
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// Shader program
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// Shader program
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if (draw.shader_program != cur_state.draw.shader_program) {
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if (draw.shader_program != cur_state.draw.shader_program) {
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@ -204,8 +204,10 @@ public:
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}
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}
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/// Apply this state as the current OpenGL state
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/// Apply this state as the current OpenGL state
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void Apply() const;
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void Apply() const;
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/// Apply only the state afecting the framebuffer
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/// Apply only the state affecting the framebuffer
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void ApplyFramebufferState() const;
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void ApplyFramebufferState() const;
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/// Apply only the state affecting the vertex array
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void ApplyVertexArrayState() const;
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/// Set the initial OpenGL state
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/// Set the initial OpenGL state
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static void ApplyDefaultState();
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static void ApplyDefaultState();
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/// Resets any references to the given resource
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/// Resets any references to the given resource
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