diff options
author | Erik Kundiman <erik@megapahit.org> | 2023-09-06 11:12:42 +0800 |
---|---|---|
committer | Erik Kundiman <erik@megapahit.org> | 2023-09-06 11:12:42 +0800 |
commit | 623456626ffbb08dff208cf35dd3ac5df6755a37 (patch) | |
tree | 90109bb49cabae2dcd49033a11c0a73d0fabd817 /indra/llrender | |
parent | 4daff432fcc2272b8d32bd78d3ae47780cc3edca (diff) |
Always compile vertex array code
So that, especially modern, GL implementations that do have vertex array
but don't have the legacy GL_ARB_vertex_array_object defined have such
code compiled too.
Diffstat (limited to 'indra/llrender')
-rw-r--r-- | indra/llrender/llrender.cpp | 4 | ||||
-rw-r--r-- | indra/llrender/llvertexbuffer.cpp | 28 |
2 files changed, 16 insertions, 16 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index eb1c7dcee9..f34161980a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -902,11 +902,11 @@ void LLRender::init(bool needs_vertex_buffer) if (sGLCoreProfile && !LLVertexBuffer::sUseVAO) { //bind a dummy vertex array object so we're core profile compliant -#ifdef GL_ARB_vertex_array_object +//#ifdef GL_ARB_vertex_array_object U32 ret; glGenVertexArrays(1, &ret); glBindVertexArray(ret); -#endif +//#endif } if (needs_vertex_buffer) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1893764cab..6cc6078ec8 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -403,9 +403,9 @@ U32 LLVertexBuffer::getVAOName() } else { -#ifdef GL_ARB_vertex_array_object +//#ifdef GL_ARB_vertex_array_object glGenVertexArrays(1, &ret); -#endif +//#endif } return ret; @@ -757,9 +757,9 @@ void LLVertexBuffer::unbind() { if (sGLRenderArray) { -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object glBindVertexArray(0); -#endif +//#endif sGLRenderArray = 0; sGLRenderIndices = 0; sIBOActive = false; @@ -927,9 +927,9 @@ LLVertexBuffer::~LLVertexBuffer() if (mGLArray) { -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object releaseVAOName(mGLArray); -#endif +//#endif } sCount--; @@ -1240,9 +1240,9 @@ bool LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) if (gGLManager.mHasVertexArrayObject && useVBOs() && sUseVAO) { -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object mGLArray = getVAOName(); -#endif +//#endif setupVertexArray(); } } @@ -1258,9 +1258,9 @@ void LLVertexBuffer::setupVertexArray() } LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX; -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); -#endif +//#endif sGLRenderArray = mGLArray; static const U32 attrib_size[] = @@ -2064,9 +2064,9 @@ bool LLVertexBuffer::bindGLArray() { { LL_PROFILE_ZONE_SCOPED_CATEGORY_VERTEX; -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); -#endif +//#endif sGLRenderArray = mGLArray; } @@ -2294,9 +2294,9 @@ void LLVertexBuffer::setBuffer(U32 data_mask) { if (sGLRenderArray) { -#if GL_ARB_vertex_array_object +//#if GL_ARB_vertex_array_object glBindVertexArray(0); -#endif +//#endif sGLRenderArray = 0; sGLRenderIndices = 0; sIBOActive = false; |