Re-apply UBO binding workaround on program save.
The workaround which was previously defined to only apply on load
also seems to affect save on some AMD drivers.
BUG=angleproject:1637
BUG=angleproject:1897
Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50
Reviewed-on: https://chromium-review.googlesource.com/558008
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index fe6f80f..c8cc0ca 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -959,7 +959,7 @@
return true;
}
-void ProgramD3D::save(gl::BinaryOutputStream *stream)
+void ProgramD3D::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
// Output the DeviceIdentifier before we output any shader code
// When we load the binary again later, we can validate the device identifier before trying to