Is it allowed to call glMapBufferRange for reading a SSBO buffer, when a GL program is active?
Here’s what I’m doing:
- glUseProgram(prog id)
- issue several commands, writing to a SSBO
- call glMemoryBarrier(ALL), then create and then wait for a fence.
At this point I can:
A) call glUseProgram(0) and read my buffer with glMapBuffer
B) just read my buffer with glMapBuffer
I experience 1282 errors when resuming issuing GL commands after reading the buffer, but just on nVidia hardware, and just with recent drivers.
When I have no GL program active when calling glMapBuffer, I have no error.