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Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.

This fixes the flip_viewport uniform having invalid values when drawing.
This commit is contained in:
Subv 2018-06-08 12:22:39 -05:00
parent 5aff2d38a9
commit 47dc5e0dab
1 changed files with 3 additions and 0 deletions

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@ -218,6 +218,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
ubo.SetFromRegs(gpu.state.shader_stages[stage]); ubo.SetFromRegs(gpu.state.shader_stages[stage]);
std::memcpy(buffer_ptr, &ubo, sizeof(ubo)); std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
// Flush the buffer so that the GPU can see the data we just wrote.
glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
// Upload uniform data as one UBO per stage // Upload uniform data as one UBO per stage
const GLintptr ubo_offset = buffer_offset; const GLintptr ubo_offset = buffer_offset;
copy_buffer(uniform_buffers[stage].handle, ubo_offset, copy_buffer(uniform_buffers[stage].handle, ubo_offset,