mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-19 00:57:35 +02:00
INtroduce the resetStage command to clear up all cache and state in the gpu::Conference and make sure no more resource are linked
This commit is contained in:
parent
7eb6921403
commit
a5ad40bee9
15 changed files with 156 additions and 70 deletions
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@ -996,6 +996,12 @@ void Application::paintGL() {
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_compositor.displayOverlayTexture(&renderArgs);
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}
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// Reset the gpu::Context Stages
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gpu::Batch batch;
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batch.resetStages();
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renderArgs._context->render(batch);
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if (!OculusManager::isConnected() || OculusManager::allowSwap()) {
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PROFILE_RANGE(__FUNCTION__ "/bufferSwap");
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_glWidget->swapBuffers();
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@ -288,6 +288,10 @@ void Batch::getQuery(const QueryPointer& query) {
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_params.push_back(_queries.cache(query));
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}
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void Batch::resetStages() {
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ADD_COMMAND(resetStages);
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}
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void push_back(Batch::Params& params, const vec3& v) {
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params.push_back(v.x);
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params.push_back(v.y);
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@ -113,6 +113,9 @@ public:
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void endQuery(const QueryPointer& query);
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void getQuery(const QueryPointer& query);
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// Reset the stage caches and states
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void resetStages();
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -186,6 +189,8 @@ public:
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COMMAND_endQuery,
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COMMAND_getQuery,
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COMMAND_resetStages,
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -45,3 +45,4 @@ void Context::syncCache() {
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void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
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_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
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}
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@ -46,6 +46,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_endQuery),
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(&::gpu::GLBackend::do_getQuery),
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(&::gpu::GLBackend::do_resetStages),
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(&::gpu::GLBackend::do_glEnable),
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(&::gpu::GLBackend::do_glDisable),
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@ -128,6 +130,8 @@ GLBackend::GLBackend() :
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}
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GLBackend::~GLBackend() {
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resetStages();
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killInput();
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killTransform();
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}
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@ -246,6 +250,22 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
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resetStages();
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}
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void GLBackend::resetStages() {
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resetInputStage();
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resetPipelineStage();
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resetTransformStage();
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resetUniformStage();
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resetResourceStage();
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resetOutputStage();
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resetQueryStage();
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(void) CHECK_GL_ERROR();
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}
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -195,7 +195,7 @@ public:
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
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static const int MAX_NUM_INPUT_BUFFERS = 16;
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uint32 getNumInputBuffers() const { return _input._buffersState.size(); }
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uint32 getNumInputBuffers() const { return _input._invalidBuffers.size(); }
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// The State setters called by the GLState::Commands when a new state is assigned
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@ -250,12 +250,16 @@ protected:
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void killInput();
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void syncInputStateCache();
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void updateInput();
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void resetInputStage();
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struct InputStageState {
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bool _invalidFormat = true;
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Stream::FormatPointer _format;
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typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
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ActivationCache _attributeActivation;
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
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BuffersState _buffersState;
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BuffersState _invalidBuffers;
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Buffers _buffers;
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Offsets _bufferOffsets;
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@ -266,23 +270,20 @@ protected:
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Offset _indexBufferOffset;
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Type _indexBufferType;
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typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
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ActivationCache _attributeActivation;
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GLuint _defaultVAO;
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InputStageState() :
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_invalidFormat(true),
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_format(0),
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_buffersState(0),
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_buffers(_buffersState.size(), BufferPointer(0)),
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_bufferOffsets(_buffersState.size(), 0),
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_bufferStrides(_buffersState.size(), 0),
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_bufferVBOs(_buffersState.size(), 0),
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_attributeActivation(0),
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_invalidBuffers(0),
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_buffers(_invalidBuffers.size(), BufferPointer(0)),
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_bufferOffsets(_invalidBuffers.size(), 0),
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_bufferStrides(_invalidBuffers.size(), 0),
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_bufferVBOs(_invalidBuffers.size(), 0),
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_indexBuffer(0),
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_indexBufferOffset(0),
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_indexBufferType(UINT32),
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_attributeActivation(0),
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_defaultVAO(0)
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{}
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} _input;
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@ -298,6 +299,7 @@ protected:
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncTransformStateCache();
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void updateTransform();
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void resetTransformStage();
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struct TransformStageState {
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TransformObject _transformObject;
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TransformCamera _transformCamera;
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@ -330,12 +332,20 @@ protected:
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// Uniform Stage
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void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
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void do_setResourceTexture(Batch& batch, uint32 paramOffset);
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void resetUniformStage();
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struct UniformStageState {
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};
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// Resource Stage
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void do_setResourceTexture(Batch& batch, uint32 paramOffset);
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void resetResourceStage();
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struct ResourceStageState {
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};
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// Pipeline Stage
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void do_setPipeline(Batch& batch, uint32 paramOffset);
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void do_setStateBlendFactor(Batch& batch, uint32 paramOffset);
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@ -349,6 +359,7 @@ protected:
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void syncPipelineStateCache();
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// Grab the actual gl state into it's gpu::State equivalent. THis is used by the above call syncPipleineStateCache()
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void getCurrentGLState(State::Data& state);
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void resetPipelineStage();
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struct PipelineStageState {
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@ -388,6 +399,7 @@ protected:
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncOutputStateCache();
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void resetOutputStage();
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struct OutputStageState {
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@ -402,6 +414,15 @@ protected:
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void do_endQuery(Batch& batch, uint32 paramOffset);
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void do_getQuery(Batch& batch, uint32 paramOffset);
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void resetQueryStage();
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struct QueryStageState {
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};
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// Reset stages
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void do_resetStages(Batch& batch, uint32 paramOffset);
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void resetStages();
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -52,7 +52,7 @@ void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
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}
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if (isModified) {
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_input._buffersState.set(channel);
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_input._invalidBuffers.set(channel);
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}
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}
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}
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@ -154,7 +154,7 @@ void GLBackend::updateInput() {
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_stats._ISNumFormatChanges++;
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}
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if (_input._buffersState.any()) {
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if (_input._invalidBuffers.any()) {
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int numBuffers = _input._buffers.size();
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auto buffer = _input._buffers.data();
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auto vbo = _input._bufferVBOs.data();
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@ -162,7 +162,7 @@ void GLBackend::updateInput() {
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auto stride = _input._bufferStrides.data();
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for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
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if (_input._buffersState.test(bufferNum)) {
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if (_input._invalidBuffers.test(bufferNum)) {
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glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride));
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}
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buffer++;
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@ -170,11 +170,11 @@ void GLBackend::updateInput() {
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offset++;
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stride++;
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}
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_input._buffersState.reset();
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_input._invalidBuffers.reset();
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(void) CHECK_GL_ERROR();
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}
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#else
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if (_input._invalidFormat || _input._buffersState.any()) {
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if (_input._invalidFormat || _input._invalidBuffers.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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if ((channelIt).first < buffers.size()) {
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int bufferNum = (channelIt).first;
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if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
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if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
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// GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
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GLuint vbo = _input._bufferVBOs[bufferNum];
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if (boundVBO != vbo) {
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@ -240,7 +240,7 @@ void GLBackend::updateInput() {
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(void) CHECK_GL_ERROR();
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boundVBO = vbo;
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}
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_input._buffersState[bufferNum] = false;
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_input._invalidBuffers[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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@ -285,6 +285,51 @@ void GLBackend::updateInput() {
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#endif
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}
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void GLBackend::resetInputStage() {
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// Reset index buffer
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_input._indexBufferType = UINT32;
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_input._indexBufferOffset = 0;
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_input._indexBuffer.reset();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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(void) CHECK_GL_ERROR();
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#if defined(SUPPORT_VAO)
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// TODO
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#else
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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size_t i = 0;
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#if defined(SUPPORT_LEGACY_OPENGL)
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for (; i < NUM_CLASSIC_ATTRIBS; i++) {
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glDisableClientState(attributeSlotToClassicAttribName[i]);
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}
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glVertexPointer(4, GL_FLOAT, 0, 0);
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glNormalPointer(GL_FLOAT, 0, 0);
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glColorPointer(4, GL_FLOAT, 0, 0);
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glTexCoordPointer(4, GL_FLOAT, 0, 0);
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#endif
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for (; i < _input._attributeActivation.size(); i++) {
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glDisableVertexAttribArray(i);
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glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
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}
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#endif
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// Reset vertex buffer and format
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_input._format.reset();
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_input._invalidFormat = false;
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_input._attributeActivation.reset();
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for (int i = 0; i < _input._buffers.size(); i++) {
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_input._buffers[i].reset();
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_input._bufferOffsets[i] = 0;
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_input._bufferStrides[i] = 0;
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_input._bufferVBOs[i] = 0;
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}
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_input._invalidBuffers.reset();
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}
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void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
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@ -177,6 +177,11 @@ void GLBackend::syncOutputStateCache() {
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_output._framebuffer.reset();
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}
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void GLBackend::resetOutputStage() {
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_output._framebuffer.reset();
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_output._drawFBO = 0;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
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auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
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@ -164,6 +164,24 @@ void GLBackend::updatePipeline() {
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#endif
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}
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void GLBackend::resetPipelineStage() {
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// First reset State to default
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State::Signature resetSignature(0);
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resetPipelineState(resetSignature);
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_pipeline._state = nullptr;
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_pipeline._invalidState = false;
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// Second the shader side
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_pipeline._invalidProgram = false;
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_pipeline._program = 0;
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_pipeline._pipeline.reset();
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glUseProgram(0);
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}
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void GLBackend::resetUniformStage() {
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}
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void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
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GLuint slot = batch._params[paramOffset + 3]._uint;
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BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
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(void) CHECK_GL_ERROR();
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}
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void GLBackend::resetResourceStage() {
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}
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void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
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GLuint slot = batch._params[paramOffset + 1]._uint;
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TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
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@ -104,3 +104,7 @@ void GLBackend::do_getQuery(Batch& batch, uint32 paramOffset) {
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(void)CHECK_GL_ERROR();
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}
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}
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void GLBackend::resetQueryStage() {
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}
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@ -484,7 +484,7 @@ void GLBackend::syncPipelineStateCache() {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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getCurrentGLState(state);
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State::Signature signature = State::evalSignature(state);
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_pipeline._stateCache = state;
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_pipeline._stateSignatureCache = signature;
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}
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@ -184,4 +184,6 @@ void GLBackend::updateTransform() {
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_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
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}
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void GLBackend::resetTransformStage() {
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}
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@ -97,7 +97,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
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_drawStatusJobIndex = _jobs.size() - 1;
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_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
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_jobs.push_back(Job(new ResetGLState::JobModel()));
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// Give ourselves 3 frmaes of timer queries
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_timerQueries.push_back(std::make_shared<gpu::Query>());
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@ -216,46 +216,6 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
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}
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}
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void addClearStateCommands(gpu::Batch& batch) {
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batch._glDepthMask(true);
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batch._glDepthFunc(GL_LESS);
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batch._glDisable(GL_CULL_FACE);
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batch._glActiveTexture(GL_TEXTURE0 + 1);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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batch._glActiveTexture(GL_TEXTURE0 + 2);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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batch._glActiveTexture(GL_TEXTURE0 + 3);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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batch._glActiveTexture(GL_TEXTURE0);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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// deactivate vertex arrays after drawing
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batch._glDisableClientState(GL_NORMAL_ARRAY);
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batch._glDisableClientState(GL_VERTEX_ARRAY);
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batch._glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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batch._glDisableClientState(GL_COLOR_ARRAY);
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batch._glDisableVertexAttribArray(gpu::Stream::TANGENT);
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batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_INDEX);
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batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_WEIGHT);
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// bind with 0 to switch back to normal operation
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batch._glBindBuffer(GL_ARRAY_BUFFER, 0);
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batch._glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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batch._glBindTexture(GL_TEXTURE_2D, 0);
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// Back to no program
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batch._glUseProgram(0);
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}
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void ResetGLState::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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gpu::Batch theBatch;
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addClearStateCommands(theBatch);
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assert(renderContext->args);
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renderContext->args->_context->render(theBatch);
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}
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void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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@ -260,14 +260,6 @@ public:
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typedef Job::Model<DrawBackground> JobModel;
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};
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class ResetGLState {
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public:
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
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typedef Job::Model<ResetGLState> JobModel;
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};
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class DrawSceneTask : public Task {
|
||||
public:
|
||||
|
|
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Reference in a new issue