Hello Gregory,
do you have the v3 'ready'?
v2 do NOT apply any longer since Samuel Pitoiset's changes for 'bind
less'.
I'm running with this on Turks XT since you've sent it.
Greetings,
Dieter
Am 13.04.2017 17:49, schrieb gregory hainaut:
On Wed, 5 Apr 2017 12:52:03 +0200
Gregory Hainaut wr
Hi Gregory,
Sorry, this got dropped somehow.
On 13.04.2017 17:49, gregory hainaut wrote:
On Wed, 5 Apr 2017 12:52:03 +0200
Gregory Hainaut wrote:
Still, I believe there is the following bug in the series:
glGenBuffers(1, &pbo);
glBindBuffer(..., pbo);
glDeleteBuffers(1, &pbo);
glTexSubIm
On Wed, 5 Apr 2017 12:52:03 +0200
Gregory Hainaut wrote:
> > Still, I believe there is the following bug in the series:
>
> > glGenBuffers(1, &pbo);
> > glBindBuffer(..., pbo);
> > glDeleteBuffers(1, &pbo);
> > glTexSubImage2D(...); // will be asynchronous, but refers to user memory
> > because
> Still, I believe there is the following bug in the series:
> glGenBuffers(1, &pbo);
> glBindBuffer(..., pbo);
> glDeleteBuffers(1, &pbo);
> glTexSubImage2D(...); // will be asynchronous, but refers to user memory
> because the pbo was implicitly unbound
I unbound the buffer when it is deleted
On 01.04.2017 11:42, Gregory Hainaut wrote:
Hello,
Please find a new version to handle invalid buffer handles.
Allow to handle this kind of case:
genBuffer(&pbo);
DeleteBuffer(pbo);
BindBuffer(pbo)
TexSubImage2D(user_memory_pointer); // Data transfer will be synchronous
There are v
Hello,
Please find a new version to handle invalid buffer handles.
Allow to handle this kind of case:
genBuffer(&pbo);
DeleteBuffer(pbo);
BindBuffer(pbo)
TexSubImage2D(user_memory_pointer); // Data transfer will be synchronous
There are various subtely to handle multi threaded shared