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- fixed a problem with some older AMD drivers: Normally calling glBindBufferBase should imply a call to glBindBuffer, but on these drivers it was never done, which resulted in the light uniform buffer never being created...
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@ -70,6 +70,7 @@ FLightBuffer::FLightBuffer()
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glGenBuffers(1, &mBufferId);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
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glBindBuffer(mBufferType, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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@ -144,6 +145,7 @@ int FLightBuffer::UploadLights(FDynLightData &data)
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// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
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glGenBuffers(1, &newbuffer);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
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glBindBuffer(mBufferType, newbuffer); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
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// create the new buffer's storage (twice as large as the old one)
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