Capture/Replay: Capture all indexed buffer bindings during MEC
"eFootball PES 2021" binds uniform buffers via glBindBufferRange()
before any frames haves been rendered and then uses those bound buffers
for all subsequent frames. A recent fix captured the UBOs that were also
bound as GL_UNIFORM_BUFFER, but failed to capture all indexed buffers
bound only with glBindBufferRange().
This CL captures all indexed uniform, atomic counter, and shader storage
buffers during MEC setup.
Bug: angleproject:5564
Change-Id: I0e638ec4407a091f943b9640e8fc6a7c9f4c4e08
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2640424Reviewed-by:
Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Cody Northrop <cnorthrop@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
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