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GLES: Specify buffer type just to be safe.
Probably doesn't matter, but maybe some drivers take it as a hint?
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@@ -161,8 +161,8 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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case GLRInitStepType::BUFFER_SUBDATA:
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{
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GLRBuffer *buffer = step.buffer_subdata.buffer;
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glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_);
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glBufferSubData(GL_ARRAY_BUFFER, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
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glBindBuffer(buffer->target_, buffer->buffer_);
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glBufferSubData(buffer->target_, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
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if (step.buffer_subdata.deleteData)
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delete[] step.buffer_subdata.data;
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CHECK_GL_ERROR_IF_DEBUG();
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