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:
parent
5aff2d38a9
commit
47dc5e0dab
|
@ -218,6 +218,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
|
|||
ubo.SetFromRegs(gpu.state.shader_stages[stage]);
|
||||
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
|
||||
const GLintptr ubo_offset = buffer_offset;
|
||||
copy_buffer(uniform_buffers[stage].handle, ubo_offset,
|
||||
|
|
Reference in New Issue