mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-04 04:37:55 +03:00
Restored GL_DYNAMIC_DRAW
This commit is contained in:
@@ -23,7 +23,7 @@ namespace GL {
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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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else
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -44,7 +44,7 @@ namespace GL {
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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else
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -110,7 +110,7 @@ namespace GL {
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}
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else {
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gl_st.bind_array_buffer(buffer, true);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -122,7 +122,7 @@ namespace GL {
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else {
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gl_st.bind_array_buffer(buffer, true);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -23,7 +23,7 @@ namespace GL {
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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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else
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -44,7 +44,7 @@ namespace GL {
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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else
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -110,7 +110,7 @@ namespace GL {
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}
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else {
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gl_st.bind_element_array_buffer(buffer, true);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -122,7 +122,7 @@ namespace GL {
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else {
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gl_st.bind_element_array_buffer(buffer, true);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -23,7 +23,7 @@ namespace GL {
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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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else
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -44,7 +44,7 @@ namespace GL {
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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else
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -110,7 +110,7 @@ namespace GL {
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}
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else {
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gl_st.bind_shader_storage_buffer(buffer, true);
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -122,7 +122,7 @@ namespace GL {
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else {
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gl_st.bind_shader_storage_buffer(buffer, true);
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glBufferData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -23,7 +23,7 @@ namespace GL {
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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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else
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -44,7 +44,7 @@ namespace GL {
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dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0);
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else
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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@@ -110,7 +110,7 @@ namespace GL {
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}
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else {
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gl_st.bind_uniform_buffer(buffer, true);
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_STREAM_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_DRAW);
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}
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}
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@@ -122,7 +122,7 @@ namespace GL {
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else {
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gl_st.bind_uniform_buffer(buffer, true);
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glBufferData(GL_UNIFORM_BUFFER, (GLsizeiptr)size, data,
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dynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
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dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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}
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