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	gl_rasterizer: Flush L2 caches before glFlush on GLASM
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				| @ -473,6 +473,14 @@ void RasterizerOpenGL::FlushCommands() { | ||||
|         return; | ||||
|     } | ||||
|     num_queued_commands = 0; | ||||
| 
 | ||||
|     // Make sure memory stored from the previous GL command stream is visible
 | ||||
|     // This is only needed on assembly shaders where we write to GPU memory with raw pointers
 | ||||
|     // TODO: Call this only when NV_shader_buffer_load or NV_shader_buffer_store have been used
 | ||||
|     //       and prefer using NV_shader_storage_buffer_object when possible
 | ||||
|     if (Settings::values.use_assembly_shaders.GetValue()) { | ||||
|         glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT); | ||||
|     } | ||||
|     glFlush(); | ||||
| } | ||||
| 
 | ||||
|  | ||||
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