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Rasterizer: Flush the written region when writing shader uniform data before copying it to the uniform buffers.
This fixes the flip_viewport uniform having invalid values when drawing.
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1 changed files with 3 additions and 0 deletions
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@ -218,6 +218,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
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std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
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// Flush the buffer so that the GPU can see the data we just wrote.
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
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// Upload uniform data as one UBO per stage
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// Upload uniform data as one UBO per stage
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const GLintptr ubo_offset = buffer_offset;
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const GLintptr ubo_offset = buffer_offset;
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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