GLES: Specify buffer type just to be safe.

Probably doesn't matter, but maybe some drivers take it as a hint?
This commit is contained in:
Unknown W. Brackets 2020-05-16 23:48:56 -07:00
parent 67ab51bb90
commit d88099e701
3 changed files with 4 additions and 5 deletions

View file

@ -93,8 +93,7 @@ void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int
DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
// TODO: On desktop, we can just directly download, but for now testing.
const bool useColorPath = true; // gl_extensions.IsGLES;
const bool useColorPath = gl_extensions.IsGLES;
bool format16Bit = false;
if (useColorPath) {

View file

@ -426,7 +426,7 @@ void DrawEngineGLES::DoFlush() {
// for a very minor speed boost.
if (useElements) {
size_t esz = sizeof(short) * indexGen.VertexCount();
vai->ebo = render_->CreateBuffer(GL_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
vai->ebo = render_->CreateBuffer(GL_ELEMENT_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
render_->BufferSubdata(vai->ebo, 0, esz, (uint8_t *)decIndex, false);
} else {
vai->ebo = 0;

View file

@ -161,8 +161,8 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
case GLRInitStepType::BUFFER_SUBDATA:
{
GLRBuffer *buffer = step.buffer_subdata.buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_);
glBufferSubData(GL_ARRAY_BUFFER, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
glBindBuffer(buffer->target_, buffer->buffer_);
glBufferSubData(buffer->target_, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
if (step.buffer_subdata.deleteData)
delete[] step.buffer_subdata.data;
CHECK_GL_ERROR_IF_DEBUG();