What steps will reproduce the problem?
1. Create a buffer with GL_DYNAMIC_DRAW.
2. Update the data with glBufferSubData.
3. Bind the buffer has a UBO and check the buffer’s content with a draw call.
4. Go to 2.
After a few iteration, ANGLE will use old data and ignore the new data.
What’s happening is that ANGLE tries to delete the system memory buffer used
for upload (in markBufferUsage()). Unfortunately the system memory buffer is
likely to be the only buffer containing the most recent data resulting in data
loss.
Original issue reported on code.google.com by Gregory....@imgtec.com on 2 Apr 2015 at 3:54
Original issue reported on code.google.com by
Gregory....@imgtec.com
on 2 Apr 2015 at 3:54