Fix D3D VBOs sometimes initialised with junk data #5690
Merged
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I noticed that every once in a while certain vertices would get incorrect data.
Furthermore this would always occur on vertices that were 0-initialised, which is always the case with exactly one vertex in FBOs since the FtB pass doesn't do anything there (depth = 0). That explains why the issues I was seeing was always when
BufferedContainer
+ blur were involved (e.g. backgrounds, in-gameplay break overlay arrows, song select leaderboard glows).This makes it so that we always perform one buffer update with 0-initialised data when initialising a VBO. In
GLRenderer
we are relying onglBufferData
to both initialise the storage for us and clean out the driver/GPU buffer, so this was just missed in the port to Veldrid.