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Don't use glFlushMappedBufferRange in debug mode, the performance
penalty is too high
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@ -82,10 +82,6 @@ void BufferedDrawer::_updateBuffer(Buffer & _buffer, u32 _count, u32 _dataSize,
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if (m_glInfo.bufferStorage) {
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memcpy(&_buffer.data[_buffer.offset], _data, _dataSize);
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#ifdef GL_DEBUG
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m_bindBuffer->bind(Parameter(_buffer.type), ObjectHandle(_buffer.handle));
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glFlushMappedBufferRange(_buffer.type, _buffer.offset, _dataSize);
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#endif
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} else {
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m_bindBuffer->bind(Parameter(_buffer.type), ObjectHandle(_buffer.handle));
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void* buffer_pointer = glMapBufferRange(_buffer.type, _buffer.offset, _dataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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