[client] explcit flush buffers before using them

This commit is contained in:
Geoffrey McRae 2017-11-26 14:08:58 +11:00
parent 638f836927
commit c75e7a0f2b

View file

@ -238,8 +238,9 @@ int renderThread(void * unused)
for (int i = 0; i < 2; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if (!texPixels[i])
{
DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
@ -324,6 +325,7 @@ int renderThread(void * unused)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, vboTex);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex]);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
glTexSubImage2D(
GL_TEXTURE_2D,
0,