From 3d4ec46dc1c9d911b7722fe78ea18aaabbc56f37 Mon Sep 17 00:00:00 2001 From: baldurk Date: Sun, 19 May 2024 23:55:55 +0100 Subject: [PATCH] Always update shadow storage even on first allocation on GL --- renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp b/renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp index 40578e9ae..336e8c3c3 100644 --- a/renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp +++ b/renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp @@ -3082,9 +3082,8 @@ void WrappedOpenGL::PersistentMapMemoryBarrier(const std::setGetShadowPtr(0) == NULL) record->AllocShadowStorage(record->Map.length); - else - memcpy(record->GetShadowPtr(0) + diffStart, record->Map.ptr + diffStart, - diffEnd - diffStart); + + memcpy(record->GetShadowPtr(0) + diffStart, record->Map.ptr + diffStart, diffEnd - diffStart); // we use our own flush function so it will serialise chunks when necessary, and it // also handles copying into the persistent mapped pointer and flushing the real GL