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GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
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parent
67ab51bb90
commit
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3 changed files with 4 additions and 5 deletions
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@ -93,8 +93,7 @@ void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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// TODO: On desktop, we can just directly download, but for now testing.
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const bool useColorPath = true; // gl_extensions.IsGLES;
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const bool useColorPath = gl_extensions.IsGLES;
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bool format16Bit = false;
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if (useColorPath) {
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@ -426,7 +426,7 @@ void DrawEngineGLES::DoFlush() {
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// for a very minor speed boost.
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if (useElements) {
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size_t esz = sizeof(short) * indexGen.VertexCount();
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vai->ebo = render_->CreateBuffer(GL_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
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vai->ebo = render_->CreateBuffer(GL_ELEMENT_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
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render_->BufferSubdata(vai->ebo, 0, esz, (uint8_t *)decIndex, false);
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} else {
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vai->ebo = 0;
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@ -161,8 +161,8 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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case GLRInitStepType::BUFFER_SUBDATA:
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{
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GLRBuffer *buffer = step.buffer_subdata.buffer;
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glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_);
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glBufferSubData(GL_ARRAY_BUFFER, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
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glBindBuffer(buffer->target_, buffer->buffer_);
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glBufferSubData(buffer->target_, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
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if (step.buffer_subdata.deleteData)
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delete[] step.buffer_subdata.data;
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CHECK_GL_ERROR_IF_DEBUG();
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