- moved most of the OpenGL backend to 'common'.
A few things are yet to do, because they still need some changes.
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763e9e0f35
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26 changed files with 216 additions and 220 deletions
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** Low level vertex buffer class
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**
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**/
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#include "gl_system.h"
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#include "gl_buffers.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "v_video.h"
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namespace OpenGLRenderer
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{
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//==========================================================================
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//
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// basic buffer implementation
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//
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//==========================================================================
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static inline void InvalidateBufferState()
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{
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gl_RenderState.ResetVertexBuffer(); // force rebinding of buffers on next Apply call.
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}
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GLBuffer::GLBuffer(int usetype)
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: mUseType(usetype)
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{
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glGenBuffers(1, &mBufferId);
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}
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GLBuffer::~GLBuffer()
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{
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if (mBufferId != 0)
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{
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glBindBuffer(mUseType, mBufferId);
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glUnmapBuffer(mUseType);
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glBindBuffer(mUseType, 0);
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glDeleteBuffers(1, &mBufferId);
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}
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}
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void GLBuffer::Bind()
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{
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glBindBuffer(mUseType, mBufferId);
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}
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void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
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{
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Bind();
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if (data != nullptr)
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{
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glBufferData(mUseType, size, data, staticdata? GL_STATIC_DRAW : GL_STREAM_DRAW);
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}
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else
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{
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mPersistent = screen->BuffersArePersistent() && !staticdata;
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if (mPersistent)
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{
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glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mUseType, size, nullptr, staticdata ? GL_STATIC_DRAW : GL_STREAM_DRAW);
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map = nullptr;
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}
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if (!staticdata) nomap = false;
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}
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buffersize = size;
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InvalidateBufferState();
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}
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void GLBuffer::SetSubData(size_t offset, size_t size, const void *data)
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{
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Bind();
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glBufferSubData(mUseType, offset, size, data);
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}
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void GLBuffer::Map()
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{
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assert(nomap == false); // do not allow mapping of static buffers. Vulkan cannot do that so it should be blocked in OpenGL, too.
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if (!mPersistent && !nomap)
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{
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Bind();
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map = (FFlatVertex*)glMapBufferRange(mUseType, 0, buffersize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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InvalidateBufferState();
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}
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}
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void GLBuffer::Unmap()
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{
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assert(nomap == false);
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if (!mPersistent && map != nullptr)
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{
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Bind();
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glUnmapBuffer(mUseType);
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InvalidateBufferState();
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map = nullptr;
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}
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}
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void *GLBuffer::Lock(unsigned int size)
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{
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// This initializes this buffer as a static object with no data.
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SetData(size, nullptr, true);
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return glMapBufferRange(mUseType, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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}
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void GLBuffer::Unlock()
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{
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Bind();
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glUnmapBuffer(mUseType);
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InvalidateBufferState();
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}
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void GLBuffer::Resize(size_t newsize)
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{
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assert(!nomap); // only mappable buffers can be resized.
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if (newsize > buffersize && !nomap)
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{
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// reallocate the buffer with twice the size
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unsigned int oldbuffer = mBufferId;
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// first unmap the old buffer
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Bind();
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glUnmapBuffer(mUseType);
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glGenBuffers(1, &mBufferId);
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SetData(newsize, nullptr, false);
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glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, mUseType, 0, 0, buffersize);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &oldbuffer);
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buffersize = newsize;
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InvalidateBufferState();
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}
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}
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//===========================================================================
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//
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// Vertex buffer implementation
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//
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//===========================================================================
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void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV };
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static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4};
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mStride = stride;
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mNumBindingPoints = numBindingPoints;
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for(int i = 0; i < numAttributes; i++)
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{
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if (attrs[i].location >= 0 && attrs[i].location < VATTR_MAX)
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{
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auto & attrinf = mAttributeInfo[attrs[i].location];
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attrinf.format = VFmtToGLFmt[attrs[i].format];
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attrinf.size = VFmtToSize[attrs[i].format];
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attrinf.offset = attrs[i].offset;
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attrinf.bindingpoint = attrs[i].binding;
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}
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}
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}
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void GLVertexBuffer::Bind(int *offsets)
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{
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int i = 0;
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// This is what gets called from RenderState.Apply. It shouldn't be called anywhere else if the render state is in use
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GLBuffer::Bind();
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for(auto &attrinf : mAttributeInfo)
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{
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if (attrinf.size == 0)
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{
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glDisableVertexAttribArray(i);
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}
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else
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{
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glEnableVertexAttribArray(i);
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size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint];
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glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.format != GL_FLOAT, (GLsizei)mStride, (void*)(intptr_t)ofs);
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}
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i++;
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}
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}
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void GLDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
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{
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glBindBufferRange(mUseType, mBindingPoint, mBufferId, start, length);
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}
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void GLDataBuffer::BindBase()
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{
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glBindBufferBase(mUseType, mBindingPoint, mBufferId);
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}
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}
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