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[client] explcit flush buffers before using them
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638f836927
commit
c75e7a0f2b
1 changed files with 4 additions and 2 deletions
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@ -238,8 +238,9 @@ int renderThread(void * unused)
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for (int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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if (!texPixels[i])
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{
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DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
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@ -324,6 +325,7 @@ int renderThread(void * unused)
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, vboTex);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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