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gpu/internal/opengl,internal/gl: avoid glBufferSubData after glBufferData
On my Fedora Intel GPU, issuing a glBufferSubData immediately after a glBufferData with no data may leave the buffer cleared. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -716,7 +716,7 @@ func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer,
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}
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firstBinding := firstBufferType(typ)
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b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj)
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b.funcs.BufferData(firstBinding, size, gl.DYNAMIC_DRAW)
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b.funcs.BufferData(firstBinding, size, gl.DYNAMIC_DRAW, nil)
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}
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return buf, nil
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}
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@@ -727,8 +727,7 @@ func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (dri
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buf := &buffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true}
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firstBinding := firstBufferType(typ)
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b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj)
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b.funcs.BufferData(firstBinding, len(data), gl.STATIC_DRAW)
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buf.Upload(data)
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b.funcs.BufferData(firstBinding, len(data), gl.STATIC_DRAW, data)
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buf.immutable = true
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if err := glErr(b.funcs); err != nil {
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buf.Release()
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@@ -1090,9 +1089,10 @@ func (b *buffer) Upload(data []byte) {
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// the iOS GL implementation doesn't recognize when BufferSubData
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// clears the entire buffer. Tell it and avoid GPU stalls.
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// See also https://github.com/godotengine/godot/issues/23956.
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b.backend.funcs.BufferData(firstBinding, b.size, gl.DYNAMIC_DRAW)
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b.backend.funcs.BufferData(firstBinding, b.size, gl.DYNAMIC_DRAW, data)
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} else {
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b.backend.funcs.BufferSubData(firstBinding, 0, data)
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}
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b.backend.funcs.BufferSubData(firstBinding, 0, data)
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}
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}
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@@ -72,8 +72,7 @@ func (s *SRGBFBO) Blit() {
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-1, -1, 0, 0,
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+1, -1, 1, 0,
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})
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s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW)
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s.c.BufferSubData(gl.ARRAY_BUFFER, 0, coords)
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s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW, coords)
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s.blitted = true
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}
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s.state.useProgram(s.c, s.prog)
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