Commit 77d4d4da by Jamie Madill

D3D11: Temporarily disable vertex array dirty bits.

In some cases we could end up with bufferSubData updates being left in staging buffers during a draw call. Currently we rely on InputLayoutCache::applyVertexBuffers to flush all pending buffer updates, but this could be done in VertexArray11::syncState, or even in the draw call sync state. BUG=angleproject:1156 BUG=chromium:759403 Change-Id: I7019425f874414bf5857b825ddae7e022750c759 Reviewed-on: https://chromium-review.googlesource.com/642057Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent ed5b46f1
...@@ -1920,10 +1920,12 @@ gl::Error StateManager11::applyVertexBuffer(const gl::Context *context, ...@@ -1920,10 +1920,12 @@ gl::Error StateManager11::applyVertexBuffer(const gl::Context *context,
mInputLayoutIsDirty = true; mInputLayoutIsDirty = true;
} }
if (!mInputLayoutIsDirty) // Currently buffer data updates sometimes won't get flushed if we short-circuit.
{ // TODO(jmadill): Re-enable once we fix updates.
return gl::NoError(); //if (!mInputLayoutIsDirty)
} //{
// return gl::NoError();
//}
GLsizei numIndicesPerInstance = 0; GLsizei numIndicesPerInstance = 0;
if (instances > 0) if (instances > 0)
......
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