Always flush ShaderBlocks;
@@ -877,6 +877,7 @@ static void lovrGpuBindShader(Shader* shader) {
vec_push(&state.incoherents[BARRIER_BLOCK], block->source);
}
+ lovrBufferFlush(block->source);
lovrGpuBindBlockBuffer(type, block->source->id, block->slot, block->offset, block->size);
} else {
lovrGpuBindBlockBuffer(type, 0, block->slot, 0, 0);
