[GL-A2] Drain sGLQ CPU-side under VK (or stop enqueueing). A1 is the terrain-only subset of this ticket; skip A1 if A2 lands first. #47

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opened 2026-09-27 05:33:51 +00:00 by backspace119 · 0 comments
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Scope: LLPipeline::markGLRebuild (pipeline.cpp:3264): under VK call glu->updateGL() immediately or queue it for a VK-tick drain. Audit the three updateGL bodies: surface patch (CPU), parcel overlay (texture update via LLImageGL VK path), LLVOAvatar::updateGL → updateMeshTextures.

Prereq: A0

Acceptance: sGLQ = 0. Other avatars pick up bakes that finish loading after the appearance message (no stuck gray/cloud). A1 is redundant after this. The parcel overlay updates.

Risk: med (updateMeshTextures path)

Shared acceptance baseline: links; logs in under VK and renders prims/mesh/rigged/terrain/water/sky/particles; click-select object/avatar/attachment; region crossing + teleport; no GLSL Compilation Error|SIGSEGV in the log.

Source: research/gl_removal_map.md

**Scope:** `LLPipeline::markGLRebuild` (`pipeline.cpp:3264`): under VK call `glu->updateGL()` immediately or queue it for a VK-tick drain. Audit the three `updateGL` bodies: surface patch (CPU), parcel overlay (texture update via `LLImageGL` VK path), `LLVOAvatar::updateGL` → `updateMeshTextures`. **Prereq:** A0 **Acceptance:** `sGLQ` = 0. Other avatars pick up bakes that finish loading after the appearance message (no stuck gray/cloud). A1 is redundant after this. The parcel overlay updates. **Risk:** med (`updateMeshTextures` path) **Shared acceptance baseline:** links; logs in under VK and renders prims/mesh/rigged/terrain/water/sky/particles; click-select object/avatar/attachment; region crossing + teleport; no `GLSL Compilation Error|SIGSEGV` in the log. Source: research/gl_removal_map.md
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backspace119/Slipstream#47
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