- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
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13 changed files with 74 additions and 147 deletions
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@ -38,7 +38,6 @@
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#include "gl/textures/gl_samplers.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "gl/data/gl_uniformbuffer.h"
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#include "hwrenderer/models/hw_models.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "gl_debug.h"
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@ -353,11 +352,6 @@ FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
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return new FGLModelRenderer(nullptr, gl_RenderState, mli);
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}
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IUniformBuffer *OpenGLFrameBuffer::CreateUniformBuffer(size_t size, bool staticuse)
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{
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return new GLUniformBuffer(size, staticuse);
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}
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IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram()
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{
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return new FShaderProgram;
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@ -373,6 +367,11 @@ IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
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return new GLIndexBuffer;
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}
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IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo)
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{
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return new GLDataBuffer(bindingpoint, ssbo);
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}
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void OpenGLFrameBuffer::TextureFilterChanged()
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{
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