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
+6 -2
View File
@@ -159,8 +159,12 @@ func (c *Functions) BlendEquation(mode Enum) {
func (c *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) {
syscall.Syscall6(_glBlendFuncSeparate.Addr(), 4, uintptr(srcRGB), uintptr(dstRGB), uintptr(srcA), uintptr(dstA), 0, 0)
}
func (c *Functions) BufferData(target Enum, size int, usage Enum) {
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(size), 0, uintptr(usage), 0, 0)
func (c *Functions) BufferData(target Enum, size int, usage Enum, data []byte) {
var p unsafe.Pointer
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
}
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(size), uintptr(p), uintptr(usage), 0, 0)
}
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
if n := len(src); n > 0 {