Memory2::~Memory2()
{
- //Unlock(true);
+ Unlock(true);
}
void* Memory2::LockRegion(uint32_t offset, uint32_t size)
auto buffer = static_cast<GLES::Buffer*>(mMapBufferInfo.buffer);
if(!buffer->IsCPUAllocated())
{
- // switch to the shared context if necessary
- auto graphics = mController.GetGraphicsInterface();
- graphics->ActivateResourceContext();
-
buffer->Bind(BufferUsage::VERTEX_BUFFER);
gl->BufferSubData(GL_ARRAY_BUFFER, mMapBufferInfo.offset, mMapBufferInfo.size, mMappedPointer);
}