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2 changed files with 5 additions and 8 deletions
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@ -386,7 +386,7 @@ protected:
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mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
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mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
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GLuint _objectBuffer{ 0 };
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GLuint _objectBuffer { 0 };
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GLuint _cameraBuffer { 0 };
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GLuint _cameraBuffer { 0 };
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GLuint _drawCallInfoBuffer { 0 };
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GLuint _drawCallInfoBuffer { 0 };
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GLuint _objectBufferTexture { 0 };
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GLuint _objectBufferTexture { 0 };
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@ -59,7 +59,7 @@ void GLBackend::do_setDepthRangeTransform(Batch& batch, size_t paramOffset) {
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}
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}
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void GLBackend::initTransform() {
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void GLBackend::initTransform() {
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glGenBuffers(2, _transform._objectBuffer);
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glGenBuffers(1, &_transform._objectBuffer);
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glGenBuffers(1, &_transform._cameraBuffer);
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glGenBuffers(1, &_transform._cameraBuffer);
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glGenBuffers(1, &_transform._drawCallInfoBuffer);
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glGenBuffers(1, &_transform._drawCallInfoBuffer);
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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@ -72,8 +72,7 @@ void GLBackend::initTransform() {
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}
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}
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void GLBackend::killTransform() {
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void GLBackend::killTransform() {
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glDeleteBuffers(2, _transform._objectBuffer);
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glDeleteBuffers(1, &_transform._objectBuffer);
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// glDeleteBuffers(1, &_transform._objectBuffer);
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glDeleteBuffers(1, &_transform._cameraBuffer);
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glDeleteBuffers(1, &_transform._cameraBuffer);
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glDeleteBuffers(1, &_transform._drawCallInfoBuffer);
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glDeleteBuffers(1, &_transform._drawCallInfoBuffer);
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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#ifndef GPU_SSBO_DRAW_CALL_INFO
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@ -146,9 +145,7 @@ void GLBackend::TransformStageState::transfer(const Batch& batch) const {
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memcpy(bufferData.data(), batch._objects.data(), byteSize);
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memcpy(bufferData.data(), batch._objects.data(), byteSize);
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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batchNum++;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _objectBuffer);
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// glBindBuffer(GL_SHADER_STORAGE_BUFFER, _objectBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _objectBuffer[batchNum % 2]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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#else
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#else
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@ -174,7 +171,7 @@ void GLBackend::TransformStageState::transfer(const Batch& batch) const {
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}
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}
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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#ifdef GPU_SSBO_DRAW_CALL_INFO
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _objectBuffer[batchNum % 2]);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _objectBuffer);
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#else
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#else
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glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT);
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glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT);
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glBindTexture(GL_TEXTURE_BUFFER, _objectBufferTexture);
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glBindTexture(GL_TEXTURE_BUFFER, _objectBufferTexture);
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