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Always update shadow storage even on first allocation on GL
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@@ -3082,9 +3082,8 @@ void WrappedOpenGL::PersistentMapMemoryBarrier(const std::set<GLResourceRecord *
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// update the modified region in the 'comparison' shadow buffer for next check
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if(record->GetShadowPtr(0) == NULL)
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record->AllocShadowStorage(record->Map.length);
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else
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memcpy(record->GetShadowPtr(0) + diffStart, record->Map.ptr + diffStart,
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diffEnd - diffStart);
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memcpy(record->GetShadowPtr(0) + diffStart, record->Map.ptr + diffStart, diffEnd - diffStart);
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// we use our own flush function so it will serialise chunks when necessary, and it
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// also handles copying into the persistent mapped pointer and flushing the real GL
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