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Fix invalid GL 4.5 calls
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2 changed files with 4 additions and 4 deletions
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@ -93,9 +93,9 @@ public:
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// Last but not least, define where we draw
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if (!_colorBuffers.empty()) {
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glDrawBuffers((GLsizei)_colorBuffers.size(), _colorBuffers.data());
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glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data());
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} else {
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glDrawBuffer(GL_NONE);
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glNamedFramebufferDrawBuffer(_id, GL_NONE);
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}
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// Now check for completness
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@ -19,7 +19,7 @@ void GL45Backend::initTransform() {
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_transform._objectBuffer = transformBuffers[0];
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_transform._cameraBuffer = transformBuffers[1];
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_transform._drawCallInfoBuffer = transformBuffers[2];
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glCreateTextures(1, GL_TEXTURE_2D, &_transform._objectBufferTexture);
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glCreateTextures(GL_TEXTURE_BUFFER, 1, &_transform._objectBufferTexture);
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size_t cameraSize = sizeof(TransformStageState::CameraBufferElement);
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while (_transform._cameraUboSize < cameraSize) {
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_transform._cameraUboSize += _uboAlignment;
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@ -59,9 +59,9 @@ void GL45Backend::transferTransformState(const Batch& batch) const {
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._objectBuffer);
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#else
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glTextureBuffer(_transform._objectBufferTexture, GL_RGBA32F, _transform._objectBuffer);
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glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT);
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glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer);
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#endif
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CHECK_GL_ERROR();
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