Vulkan: Clearing Storage Buffers #105487
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@ -124,13 +124,13 @@ void GLStorageBuf::clear(uint32_t clear_value)
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}
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if (GLContext::direct_state_access_support) {
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glClearNamedBufferData(ssbo_id_, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &clear_value);
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glClearNamedBufferData(ssbo_id_, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
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}
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else {
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/* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
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glClearBufferData(
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GL_SHADER_STORAGE_BUFFER, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &clear_value);
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GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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}
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