July 10, 2026
9:58 a.m.
Right, the problem here is the synchronization, under the fiction of syncronous execution, applications can set buffer data, submit work using the data in the state they left it in, and then change the data before the first commands are executed on the GPU. In my experience, GL implementations will create staging buffers on subdata/map if the buffer is still being used somewhere the pipeline. If we wanted this sort of solution, we'd have to implement buffer tracking in wine. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/11343#note_145372