gl_rasterizer: Use passthrough shader for SetupVertexShader.

This commit is contained in:
bunnei 2018-03-24 22:42:28 -04:00
parent 0a5832798a
commit 1bfc0dc2db
1 changed files with 2 additions and 1 deletions

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@ -196,7 +196,8 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_VS); MICROPROFILE_SCOPE(OpenGL_VS);
UNIMPLEMENTED(); LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
} }
void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {