Qt: Fix loading shaders while game is not running
Vicki Pfau vi@endrift.com
Mon, 27 May 2019 11:46:13 -0700
2 files changed,
1 insertions(+),
2 deletions(-)
M
include/mgba/internal/gba/renderers/gl.h
→
include/mgba/internal/gba/renderers/gl.h
@@ -45,6 +45,7 @@ struct GBAVideoGLBackground {
GLuint fbo; GLuint tex; GLuint flags; + GLuint scanlineTex; unsigned index; int enabled;
M
src/platform/qt/DisplayGL.cpp
→
src/platform/qt/DisplayGL.cpp
@@ -49,7 +49,6 @@ epoxy_handle_external_wglMakeCurrent();
#endif auto version = m_gl->format().version(); QStringList extensions = QString(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS))).split(' '); - m_gl->doneCurrent(); if ((version == qMakePair(2, 1) && !extensions.contains("GL_ARB_framebuffer_object")) || version == qMakePair(2, 0)) { QSurfaceFormat newFormat(format);@@ -279,7 +278,6 @@ if (m_supportsShaders) {
m_shader.preprocessShader = static_cast<void*>(&reinterpret_cast<mGLES2Context*>(m_backend)->initialShader); } #endif - m_gl->doneCurrent(); m_backend->user = this; m_backend->filter = false;