Force useMappedBuffers true for PC

This commit is contained in:
Emile Belanger 2021-05-02 19:28:57 +01:00
parent 7994dd1905
commit a1a9b9e32d
2 changed files with 13 additions and 8 deletions

View file

@ -142,7 +142,9 @@ void GLBuffer::Upload(size_t start, size_t size)
if (!gles.useMappedBuffers)
{
Bind();
glBufferSubData(mUseType, start, size, memory + start);
if(size)
glBufferSubData(mUseType, start, size, memory + start);
}
}

View file

@ -156,6 +156,12 @@ namespace OpenGLESRenderer
gles.flags = RFL_NO_CLIP_PLANES;
gles.useMappedBuffers = gles_use_mapped_buffer;
gles.forceGLSLv100 = gles_force_glsl_v100;
gles.modelstring = (char*)glGetString(GL_RENDERER);
gles.vendorstring = (char*)glGetString(GL_VENDOR);
#if USE_GLES2
gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
@ -167,17 +173,14 @@ namespace OpenGLESRenderer
#else
gles.depthStencilAvailable = true;
gles.npotAvailable = true;
gles.useMappedBuffers = true;
gles.maxuniforms = 1024 * 16;
gles.max_texturesize = 1024 * 4;
gles.maxlights = 32; // TODO, calcualte this
#endif
gles.useMappedBuffers = gles_use_mapped_buffer;
gles.forceGLSLv100 = gles_force_glsl_v100;
gles.modelstring = (char*)glGetString(GL_RENDERER);
gles.vendorstring = (char*)glGetString(GL_VENDOR);
gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
}
}
}