[buffer_storage] Add the CLIENT_STORAGE_BIT since we access the buffer more frequently on the client side than the server side. That is exactly what the hint is for.
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@ -220,8 +220,9 @@ void StreamBuffer::Init()
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// PERSISTANT_BIT to make sure that the buffer can be used while mapped
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// PERSISTANT_BIT to make sure that the buffer can be used while mapped
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// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
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// COHERENT_BIT is set so we don't have to use a MemoryBarrier on write
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// CLIENT_STORAGE_BIT is set since we access the buffer more frequently on the client side then server side
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glBufferStorage(m_buffertype, m_size, NULL,
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glBufferStorage(m_buffertype, m_size, NULL,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
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pointer = (u8*)glMapBufferRange(m_buffertype, 0, m_size,
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pointer = (u8*)glMapBufferRange(m_buffertype, 0, m_size,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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if(!pointer)
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if(!pointer)
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