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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		| @@ -218,6 +218,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { | ||||
|         ubo.SetFromRegs(gpu.state.shader_stages[stage]); | ||||
|         std::memcpy(buffer_ptr, &ubo, sizeof(ubo)); | ||||
|  | ||||
|         // Flush the buffer so that the GPU can see the data we just wrote. | ||||
|         glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo)); | ||||
|  | ||||
|         // Upload uniform data as one UBO per stage | ||||
|         const GLintptr ubo_offset = buffer_offset; | ||||
|         copy_buffer(uniform_buffers[stage].handle, ubo_offset, | ||||
|   | ||||
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