Fix shader cache with transform feedback on some android devices
This commit is contained in:
parent
b7145638d5
commit
d31d3e503e
|
@ -585,6 +585,19 @@ bool ShaderGLES3::_load_from_cache(Version *p_version) {
|
|||
Version::Specialization specialization;
|
||||
|
||||
specialization.id = glCreateProgram();
|
||||
if (feedback_count) {
|
||||
Vector<const char *> feedback;
|
||||
for (int feedback_index = 0; feedback_index < feedback_count; feedback_index++) {
|
||||
if (feedbacks[feedback_index].specialization == 0 || (feedbacks[feedback_index].specialization & specialization_key)) {
|
||||
// Specialization for this feedback is enabled.
|
||||
feedback.push_back(feedbacks[feedback_index].name);
|
||||
}
|
||||
}
|
||||
|
||||
if (!feedback.is_empty()) {
|
||||
glTransformFeedbackVaryings(specialization.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
|
||||
}
|
||||
}
|
||||
glProgramBinary(specialization.id, variant_format, variant_bytes.ptr(), variant_bytes.size());
|
||||
|
||||
GLint link_status = 0;
|
||||
|
|
Loading…
Reference in New Issue