Can I use glBufferSubData and glDrawArrays at the same time?


assume two threads that share a VBO for context resource sharing. One thread uploads to it using glBufferSubData, the other one renders from it using glDrawArrays.

Will either call block the other if different ranges of the same VBO are used?



I don’t think they would block or cause ghosting or anything like that if the ranges don’t overlap and you flush/invalidate/etc. them correctly :slight_smile:
In any case you should be able to catch this behavior in PVRTuneComplete.


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