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Fix crash in DepthBufferList::clearBuffer()
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@ -168,7 +168,10 @@ void DepthBufferList::clearBuffer()
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float color[4] = {1.0f, 1.0f, 0.0f, 1.0f};
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float color[4] = {1.0f, 1.0f, 0.0f, 1.0f};
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glBindImageTexture(depthImageUnit, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(depthImageUnit, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO);
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const u32 cycleType = gDP.otherMode.cycleType;
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gDP.otherMode.cycleType == G_CYC_FILL;
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video().getRender().drawRect(0,0,VI.width, VI.height, color);
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video().getRender().drawRect(0,0,VI.width, VI.height, color);
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gDP.otherMode.cycleType = cycleType;
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glBindImageTexture(depthImageUnit, m_pCurrent->m_pDepthTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(depthImageUnit, m_pCurrent->m_pDepthTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
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#endif // GL_IMAGE_TEXTURES_SUPPORT
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#endif // GL_IMAGE_TEXTURES_SUPPORT
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