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Add in forced flush after texture prepare on GL. Closes #1799
* On some GPUs (ARM Mali in particular it seems) when postponed resources are prepared then immediately serialised the readback doesn't get the correct data.
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@@ -891,6 +891,9 @@ void GLResourceManager::PrepareTextureInitialContents(ResourceId liveid, Resourc
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}
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}
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GL.glFlush();
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GL.glFinish();
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if(avoidCopySubImage)
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{
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pack.Apply(false);
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