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Fix crash happening with glGetFloatv on GPDXD devices
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1 changed files with 6 additions and 1 deletions
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@ -22,7 +22,12 @@ extern void bindDefaultFBO();
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GLuint g_defaultFBO = 0;
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GLuint g_defaultFBO = 0;
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void GLQueueRunner::CreateDeviceObjects() {
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void GLQueueRunner::CreateDeviceObjects() {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel_);
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if (gl_extensions.EXT_texture_filter_anisotropic) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel_);
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} else {
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maxAnisotropyLevel_ = 0.0f;
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}
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if (gl_extensions.ARB_vertex_array_object) {
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if (gl_extensions.ARB_vertex_array_object) {
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glGenVertexArrays(1, &globalVAO_);
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glGenVertexArrays(1, &globalVAO_);
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}
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}
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