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>
This commit is contained in:
Elias Naur
2021-08-25 13:20:01 +02:00
parent b90e80f03e
commit b9ede6d735
5 changed files with 27 additions and 13 deletions
+9 -2
View File
@@ -104,8 +104,15 @@ func (f *Functions) BlendEquation(mode Enum) {
func (f *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) {
f.Ctx.Call("blendFunc", int(srcRGB), int(dstRGB), int(srcA), int(dstA))
}
func (f *Functions) BufferData(target Enum, size int, usage Enum) {
f.Ctx.Call("bufferData", int(target), size, int(usage))
func (f *Functions) BufferData(target Enum, size int, usage Enum, data []byte) {
if data == nil {
f.Ctx.Call("bufferData", int(target), size, int(usage))
} else {
if len(data) != size {
panic("size mismatch")
}
f.Ctx.Call("bufferData", int(target), f.byteArrayOf(data), int(usage))
}
}
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
f.Ctx.Call("bufferSubData", int(target), offset, f.byteArrayOf(src))