Fix texture 0 not being bound for compute

This commit is contained in:
gdk 2019-11-27 00:41:22 -03:00 committed by Thog
parent 442485adb3
commit 396768f3b4

View file

@ -285,6 +285,13 @@ namespace Ryujinx.Graphics.OpenGL
public void Dispatch(int groupsX, int groupsY, int groupsZ) public void Dispatch(int groupsX, int groupsY, int groupsZ)
{ {
if (!_program.IsLinked)
{
return;
}
PrepareForDispatch();
GL.DispatchCompute(groupsX, groupsY, groupsZ); GL.DispatchCompute(groupsX, groupsY, groupsZ);
} }
@ -872,6 +879,14 @@ namespace Ryujinx.Graphics.OpenGL
} }
} }
private void PrepareForDispatch()
{
if (_unit0Texture != null)
{
_unit0Texture.Bind(0);
}
}
private void PrepareForDraw() private void PrepareForDraw()
{ {
_vertexArray.Validate(); _vertexArray.Validate();
@ -894,10 +909,5 @@ namespace Ryujinx.Graphics.OpenGL
(_componentMasks[index] & 8u) != 0); (_componentMasks[index] & 8u) != 0);
} }
} }
public void RebindProgram()
{
_program?.Bind();
}
} }
} }