Force bind of GL Buffers at creation
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@@ -39,7 +39,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_array_buffer(buffer);
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gl_state_bind_array_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_ARRAY_BUFFER, (GLsizeiptr)size,
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0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT);
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@@ -59,7 +59,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_array_buffer(buffer);
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gl_state_bind_array_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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@@ -35,7 +35,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_element_array_buffer(buffer);
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gl_state_bind_element_array_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size,
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0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT);
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@@ -55,7 +55,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_element_array_buffer(buffer);
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gl_state_bind_element_array_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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@@ -35,7 +35,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_shader_storage_buffer(buffer);
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gl_state_bind_shader_storage_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size,
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0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT);
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@@ -55,7 +55,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_shader_storage_buffer(buffer);
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gl_state_bind_shader_storage_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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@@ -35,7 +35,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_uniform_buffer(buffer);
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gl_state_bind_uniform_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_UNIFORM_BUFFER, (GLsizeiptr)size,
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0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT);
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@@ -55,7 +55,7 @@ public:
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}
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else {
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glGenBuffers(1, &buffer);
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gl_state_bind_uniform_buffer(buffer);
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gl_state_bind_uniform_buffer(buffer, true);
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if (GL_VERSION_4_4)
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glBufferStorage(GL_UNIFORM_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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