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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-05-08 16:36:51 -0300
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-22 21:51:30 -0400
commitdc02cb92e43d2ef05197e4edb2573116d7ae58c1 (patch)
treed75b0e2dd0db4bceb9503ae4da5ad0d1009b70b6
parent2c81ad831192a8234e26a61706f18b460999c89f (diff)
gl_rasterizer: Flush L2 caches before glFlush on GLASM
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e527b76ba..4834d58f0 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -473,6 +473,14 @@ void RasterizerOpenGL::FlushCommands() {
return;
}
num_queued_commands = 0;
+
+ // Make sure memory stored from the previous GL command stream is visible
+ // This is only needed on assembly shaders where we write to GPU memory with raw pointers
+ // TODO: Call this only when NV_shader_buffer_load or NV_shader_buffer_store have been used
+ // and prefer using NV_shader_storage_buffer_object when possible
+ if (Settings::values.use_assembly_shaders.GetValue()) {
+ glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
+ }
glFlush();
}