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GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
This should fix the bug with the vs_config UBO being uninitialized during shader execution.
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@ -214,13 +214,14 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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continue;
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continue;
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}
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}
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
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// Upload uniform data as one UBO per stage
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// Upload uniform data as one UBO per stage
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const GLintptr ubo_offset = buffer_offset;
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const GLintptr ubo_offset = buffer_offset;
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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sizeof(GLShader::MaxwellUniformData));
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sizeof(GLShader::MaxwellUniformData));
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GLShader::MaxwellUniformData* ub_ptr =
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reinterpret_cast<GLShader::MaxwellUniformData*>(buffer_ptr);
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ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]);
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buffer_ptr += sizeof(GLShader::MaxwellUniformData);
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buffer_ptr += sizeof(GLShader::MaxwellUniformData);
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buffer_offset += sizeof(GLShader::MaxwellUniformData);
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buffer_offset += sizeof(GLShader::MaxwellUniformData);
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