Otherwise, we could choose to upload into the temporary VBO that we just fired
off to the hardware. Good for a 60% OA performance improvement.
brw->no_batch_wrap = GL_FALSE;
- /* Free any old data so it doesn't clog up texture memory - we
+ /* Free any completed data so it doesn't clog up texture memory - we
* won't be referencing it again.
*/
while (brw->vb.upload.wrap != brw->vb.upload.buf) {
brw->state.dirty.mesa |= ~0;
brw->state.dirty.brw |= ~0;
brw->state.dirty.cache |= ~0;
+
+ /* Move to the end of the current upload buffer so that we'll force choosing
+ * a new buffer next time.
+ */
+ brw->vb.upload.offset = brw->vb.upload.vbo[brw->vb.upload.buf]->Size;
}
static void brw_note_fence( struct intel_context *intel,