From bc4730c2a4b0216fb8ec2788e8a8ae6a41b38eee Mon Sep 17 00:00:00 2001 From: korenkonder Date: Sun, 1 Oct 2023 21:24:44 +0300 Subject: [PATCH] Renamed `WriteMapMemory` to `WriteMemory` --- src/CRE/GL/shader_storage_buffer.hpp | 4 +-- src/CRE/GL/uniform_buffer.hpp | 4 +-- src/CRE/Glitter/render_scene.cpp | 4 +-- src/CRE/draw_object.cpp | 6 ++-- src/CRE/frame_rate_control.hpp | 2 +- src/CRE/post_process.cpp | 6 ++-- src/CRE/post_process/blur.cpp | 2 +- src/CRE/post_process/dof.cpp | 2 +- src/CRE/post_process/exposure.cpp | 4 +-- src/CRE/post_process/tone_map.cpp | 2 +- src/CRE/render_manager.cpp | 54 ++++++++++++++-------------- src/CRE/render_texture.cpp | 2 +- src/CRE/shader_ft.cpp | 2 +- src/CRE/sprite.cpp | 2 +- 14 files changed, 48 insertions(+), 48 deletions(-) diff --git a/src/CRE/GL/shader_storage_buffer.hpp b/src/CRE/GL/shader_storage_buffer.hpp index dce62650..d3ee61bb 100644 --- a/src/CRE/GL/shader_storage_buffer.hpp +++ b/src/CRE/GL/shader_storage_buffer.hpp @@ -108,7 +108,7 @@ namespace GL { } } - inline void WriteMapMemory(size_t offset, size_t size, const void* data) { + inline void WriteMemory(size_t offset, size_t size, const void* data) { if (!buffer) return; @@ -121,7 +121,7 @@ namespace GL { } template - inline void WriteMapMemory(T& data) { + inline void WriteMemory(T& data) { if (!buffer) return; diff --git a/src/CRE/GL/uniform_buffer.hpp b/src/CRE/GL/uniform_buffer.hpp index 36fb7256..4ac28e01 100644 --- a/src/CRE/GL/uniform_buffer.hpp +++ b/src/CRE/GL/uniform_buffer.hpp @@ -108,7 +108,7 @@ namespace GL { } } - inline void WriteMapMemory(size_t offset, size_t size, const void* data) { + inline void WriteMemory(size_t offset, size_t size, const void* data) { if (!buffer) return; @@ -121,7 +121,7 @@ namespace GL { } template - inline void WriteMapMemory(T& data) { + inline void WriteMemory(T& data) { if (!buffer) return; diff --git a/src/CRE/Glitter/render_scene.cpp b/src/CRE/Glitter/render_scene.cpp index 5ed64f9e..9c227bd6 100644 --- a/src/CRE/Glitter/render_scene.cpp +++ b/src/CRE/Glitter/render_scene.cpp @@ -967,7 +967,7 @@ namespace Glitter { shader_data.g_glitter_blend_color = 1.0f; shader_data.g_state_material_diffuse = 0.0f; shader_data.g_state_material_emission = { emission, emission, emission, 1.0f }; - GPM_VAL->batch_ubo.WriteMapMemory(shader_data); + GPM_VAL->batch_ubo.WriteMemory(shader_data); GLenum blend_src = GL_SRC_ALPHA; GLenum blend_dst = GL_ONE_MINUS_SRC_ALPHA; @@ -2160,7 +2160,7 @@ namespace Glitter { shader_data.g_glitter_blend_color = 1.0f; shader_data.g_state_material_diffuse = 0.0f; shader_data.g_state_material_emission = { emission, emission, emission, 1.0f }; - GPM_VAL->batch_ubo.WriteMapMemory(shader_data); + GPM_VAL->batch_ubo.WriteMemory(shader_data); GLenum blend_src = GL_SRC_ALPHA; GLenum blend_dst = GL_ONE_MINUS_SRC_ALPHA; diff --git a/src/CRE/draw_object.cpp b/src/CRE/draw_object.cpp index ba922f54..4afe4851 100644 --- a/src/CRE/draw_object.cpp +++ b/src/CRE/draw_object.cpp @@ -49,7 +49,7 @@ namespace mdl { GL_UNSIGNED_INT, }; - rctx->obj_batch_ubo.WriteMapMemory(rctx->obj_batch); + rctx->obj_batch_ubo.WriteMemory(rctx->obj_batch); if (primitive_type == OBJ_PRIMITIVE_TRIANGLE_STRIP && index_format == OBJ_INDEX_U16) shaders_ft.draw_range_elements(GL_TRIANGLE_STRIP, start, end, count, GL_UNSIGNED_SHORT, (void*)indices); @@ -109,7 +109,7 @@ namespace mdl { rctx->obj_batch.g_blend_color = color; gl_state_bind_vertex_array(vao); - rctx->obj_batch_ubo.WriteMapMemory(rctx->obj_batch); + rctx->obj_batch_ubo.WriteMemory(rctx->obj_batch); //shaders_ft.set(SHADER_FT_SIMPLE); shaders_ft.set(etc->constant ? SHADER_FT_CONSTANT : SHADER_FT_SIMPLE); @@ -192,7 +192,7 @@ namespace mdl { g_joint_transforms[2] = mat.row2; } - rctx->obj_skinning_ubo.WriteMapMemory(rctx->obj_skinning); + rctx->obj_skinning_ubo.WriteMemory(rctx->obj_skinning); rctx->obj_batch.set_transforms(mat4_identity, rctx->view_mat, rctx->proj_mat); diff --git a/src/CRE/frame_rate_control.hpp b/src/CRE/frame_rate_control.hpp index 57e7a8b0..79997807 100644 --- a/src/CRE/frame_rate_control.hpp +++ b/src/CRE/frame_rate_control.hpp @@ -26,4 +26,4 @@ public: virtual float_t GetDeltaFrame() override; }; -extern SysFrameRate sys_frame_rate; +extern FrameRateControl* get_sys_frame_rate(); diff --git a/src/CRE/post_process.cpp b/src/CRE/post_process.cpp index b7c6ede4..51874858 100644 --- a/src/CRE/post_process.cpp +++ b/src/CRE/post_process.cpp @@ -377,7 +377,7 @@ void post_process::draw_lens_flare(camera* cam) { shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; - sun_quad_ubo.WriteMapMemory(shader_data); + sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, lens_shaft_query[next_query_index]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -393,7 +393,7 @@ void post_process::draw_lens_flare(camera* cam) { shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; - sun_quad_ubo.WriteMapMemory(shader_data); + sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, lens_flare_query[next_query_index]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); @@ -432,7 +432,7 @@ void post_process::draw_lens_flare(camera* cam) { shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; - sun_quad_ubo.WriteMapMemory(shader_data); + sun_quad_ubo.WriteMemory(shader_data); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); diff --git a/src/CRE/post_process/blur.cpp b/src/CRE/post_process/blur.cpp index ac7c8712..0e0cb1d5 100644 --- a/src/CRE/post_process/blur.cpp +++ b/src/CRE/post_process/blur.cpp @@ -53,7 +53,7 @@ void post_process_blur::get_blur(RenderTexture* rt) { gaussian_coef.g_coef[i] = { coef.x, coef.y, coef.z, 0.0f }; } - gaussian_coef_ubo.WriteMapMemory(gaussian_coef); + gaussian_coef_ubo.WriteMemory(gaussian_coef); int32_t i = 0; if (count_down > 0) { diff --git a/src/CRE/post_process/dof.cpp b/src/CRE/post_process/dof.cpp index bb840e51..e37f9ffa 100644 --- a/src/CRE/post_process/dof.cpp +++ b/src/CRE/post_process/dof.cpp @@ -429,6 +429,6 @@ namespace renderer { shader_data.g_depth_params2.y = focus_range; shader_data.g_depth_params2.z = -4.5f / (fuzzing_range * fuzzing_range); shader_data.g_depth_params2.w = ratio * 8.0f; - dof->common_ubo.WriteMapMemory(shader_data); + dof->common_ubo.WriteMemory(shader_data); } } diff --git a/src/CRE/post_process/exposure.cpp b/src/CRE/post_process/exposure.cpp index 8e36e7fc..2a8a9d3f 100644 --- a/src/CRE/post_process/exposure.cpp +++ b/src/CRE/post_process/exposure.cpp @@ -163,7 +163,7 @@ void post_process_exposure::get_exposure(camera* cam, int32_t render_width, for (int32_t i = 0; i < 4 && i < ROB_CHARA_COUNT; i++, chara_data++) for (int32_t j = 0; j < 8; j++) exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j]; - exposure_measure_ubo.WriteMapMemory(exposure_measure); + exposure_measure_ubo.WriteMemory(exposure_measure); if (reset_exposure) glViewport(0, 0, 32, 1); @@ -228,7 +228,7 @@ void post_process_exposure::get_exposure_chara_data(void* pp_data, camera* cam) shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; shader_data.g_emission = 0.0f; - pp->sun_quad_ubo.WriteMapMemory(shader_data); + pp->sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, chara->query[next_query_index]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); diff --git a/src/CRE/post_process/tone_map.cpp b/src/CRE/post_process/tone_map.cpp index c5db19d9..4d74eb0f 100644 --- a/src/CRE/post_process/tone_map.cpp +++ b/src/CRE/post_process/tone_map.cpp @@ -160,7 +160,7 @@ void post_process_tone_map::apply(RenderTexture* in_tex, texture* light_proj_tex glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } - tone_map_ubo.WriteMapMemory(shader_data); + tone_map_ubo.WriteMemory(shader_data); glViewport(0, 0, rt->color_texture->width, rt->color_texture->height); buf_rt->Bind(); diff --git a/src/CRE/render_manager.cpp b/src/CRE/render_manager.cpp index ddea84ac..cab4bfc3 100644 --- a/src/CRE/render_manager.cpp +++ b/src/CRE/render_manager.cpp @@ -166,7 +166,7 @@ namespace rndr { gl_state_begin_event("pass_shadow"); rctx->camera->update_data(); if (rctx->litproj->set(rctx)) { - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE); rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT); @@ -183,7 +183,7 @@ namespace rndr { for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++) rctx->light_set[i].data_set(rctx->face, (light_set_id)i); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE); rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT); @@ -197,7 +197,7 @@ namespace rndr { } } - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); bool v3 = false; int32_t v10[2]; @@ -281,7 +281,7 @@ namespace rndr { else draw_pass_3d_shadow_reset(rctx); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); rctx->draw_state.shader_index = SHADER_FT_SSS_SKIN; gl_state_enable_depth_test(); @@ -299,7 +299,7 @@ namespace rndr { draw_pass_sss_contour(rctx, pp); } else if (npr) { - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); pp->rend_texture.Bind(); glViewport(0, 0, pp->render_width, pp->render_height); @@ -323,13 +323,13 @@ namespace rndr { filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f }; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; - rctx->filter_scene_ubo.WriteMapMemory(filter_scene); + rctx->filter_scene_ubo.WriteMemory(filter_scene); imgfilter_batch_shader_data imgfilter_batch = {}; imgfilter_batch.g_color_scale = 1.0f; imgfilter_batch.g_color_offset = 0.0f; imgfilter_batch.g_texture_lod = 0.0f; - rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch); + rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch); uniform_value[U_IMAGE_FILTER] = 5; shaders_ft.set(SHADER_FT_IMGFILT); @@ -364,7 +364,7 @@ namespace rndr { for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++) rctx->fog[i].data_set((fog_id)i); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -444,7 +444,7 @@ namespace rndr { for (int32_t i = FOG_DEPTH; i < FOG_BUMP; i++) rctx->fog[i].data_set((fog_id)i); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); vec4 clear_color; glGetFloatv(GL_COLOR_CLEAR_VALUE, (GLfloat*)&clear_color); @@ -573,7 +573,7 @@ namespace rndr { else draw_pass_3d_shadow_reset(rctx); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); if (pass_sw[RND_PASSID_REFLECT] && reflect) { RenderTexture& refl_tex = get_render_texture(0); @@ -705,7 +705,7 @@ namespace rndr { cam->set_fov(32.2673416137695); draw_pass_set_camera(rctx); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); rctx->disp_manager.draw(mdl::OBJ_TYPE_OPAQUE_LOCAL); rctx->disp_manager.draw(mdl::OBJ_TYPE_TRANSPARENT_LOCAL); @@ -753,7 +753,7 @@ namespace rndr { rctx->post_process.set_render_texture(); draw_pass_set_camera(rctx); - rctx->obj_scene_ubo.WriteMapMemory(rctx->obj_scene); + rctx->obj_scene_ubo.WriteMemory(rctx->obj_scene); if (alpha_z_sort) { rctx->disp_manager.obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1); @@ -847,11 +847,11 @@ namespace rndr { quad_shader_data quad_data = {}; quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f }; - rctx->quad_ubo.WriteMapMemory(quad_data); + rctx->quad_ubo.WriteMemory(quad_data); contour_params_shader_data contour_params_data = {}; contour_params_data.g_near_far = rctx->g_near_far; - rctx->contour_params_ubo.WriteMapMemory(contour_params_data); + rctx->contour_params_ubo.WriteMemory(contour_params_data); shaders_ft.set(SHADER_FT_CONTOUR_NPR); gl_state_active_bind_texture_2d(16, contour_rt->color_texture->tex); @@ -902,13 +902,13 @@ void image_filter_scale(render_context* rctx, GLuint dst, GLuint src, const vec4 filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f }; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; - rctx->filter_scene_ubo.WriteMapMemory(filter_scene); + rctx->filter_scene_ubo.WriteMemory(filter_scene); imgfilter_batch_shader_data imgfilter_batch = {}; imgfilter_batch.g_color_scale = 1.0f; imgfilter_batch.g_color_offset = 0.0f; imgfilter_batch.g_texture_lod = 0.0f; - rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch); + rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch); uniform_value[U_IMAGE_FILTER] = 5; shaders_ft.set(SHADER_FT_IMGFILT); @@ -1050,7 +1050,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = 0.0f; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; - rctx->filter_scene_ubo.WriteMapMemory(filter_scene); + rctx->filter_scene_ubo.WriteMemory(filter_scene); esm_filter_batch_shader_data esm_filter_batch = {}; esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset }; @@ -1066,7 +1066,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren a2->Bind(); esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[0].width, 0.0f, far_texel_offset, far_texel_offset }; - rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch); + rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); gl_state_active_bind_texture_2d(0, v11); if (a3) { @@ -1082,7 +1082,7 @@ static void draw_pass_shadow_filter(render_context* rctx, RenderTexture* a1, Ren a1->Bind(); esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)tex_params[0].height, far_texel_offset, far_texel_offset }; - rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch); + rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); gl_state_active_bind_texture_2d(0, v9); RenderTexture::DrawCustom(); @@ -1102,7 +1102,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx, filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = 0.0f; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; - rctx->filter_scene_ubo.WriteMapMemory(filter_scene); + rctx->filter_scene_ubo.WriteMemory(filter_scene); esm_filter_batch_shader_data esm_filter_batch = {}; esm_filter_batch.g_gauss[0] = 0.0f; @@ -1117,7 +1117,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx, buf->Bind(); esm_filter_batch.g_params = { 1.0f / (float_t)tex_params[1].width, 1.0f / (float_t)tex_params[1].height, 0.0f, 0.0f }; - rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch); + rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); uniform_value[U_ESM_FILTER] = 0; shaders_ft.set(SHADER_FT_ESMFILT); @@ -1127,7 +1127,7 @@ static void draw_pass_shadow_esm_filter(render_context* rctx, dst->Bind(); esm_filter_batch.g_params = { 0.75f / (float_t)tex_params[2].width, 0.75f / (float_t)tex_params[2].height, 0.0f, 0.0f }; - rctx->esm_filter_batch_ubo.WriteMapMemory(esm_filter_batch); + rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); uniform_value[U_ESM_FILTER] = 1; shaders_ft.set(SHADER_FT_ESMFILT); @@ -1207,7 +1207,7 @@ static void draw_pass_sss_contour(render_context* rctx, post_process* pp) { contour_coef_shader_data shader_data = {}; shader_data.g_contour = { v9 * 0.004f + 0.0027f, 0.003f, v3 * 0.35f, 0.0008f }; shader_data.g_near_far = rctx->g_near_far; - rctx->contour_coef_ubo.WriteMapMemory(shader_data); + rctx->contour_coef_ubo.WriteMemory(shader_data); shaders_ft.set(SHADER_FT_CONTOUR); rctx->contour_coef_ubo.Bind(2); @@ -1337,7 +1337,7 @@ static void draw_pass_sss_filter(render_context* rctx, sss_data* sss) { const double_t a8[] = { 0.3, 0.7, 2.0 }; draw_pass_sss_filter_calc_coef(1.0, sss_count, v34, 3, a5, a6, a7, a8, shader_data.g_coef); - rctx->sss_filter_gaussian_coef_ubo.WriteMapMemory(shader_data); + rctx->sss_filter_gaussian_coef_ubo.WriteMemory(shader_data); sss->textures[1].Bind(); glViewport(0, 0, 320, 180); uniform_value[U_SSS_FILTER] = 3; @@ -1496,7 +1496,7 @@ static void draw_pass_3d_translucent(render_context* rctx, bool opaque_enable, transparency_batch_shader_data shader_data = {}; shader_data.g_opacity = { (float_t)alpha * (float_t)(1.0 / 255.0), 0.0f, 0.0f, 0.0f }; - rctx->transparency_batch_ubo.WriteMapMemory(shader_data); + rctx->transparency_batch_ubo.WriteMemory(shader_data); pp->buf_texture.Bind(); shaders_ft.set(SHADER_FT_TRANSPARENCY); @@ -1562,7 +1562,7 @@ static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src, float_t h = res_scale.y / (float_t)tex_params[1].height; filter_scene.g_transform = { w, h, 0.0f, 0.0f }; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; - rctx->filter_scene_ubo.WriteMapMemory(filter_scene); + rctx->filter_scene_ubo.WriteMemory(filter_scene); imgfilter_batch_shader_data imgfilter_batch = {}; if (filter == BLUR_FILTER_32) @@ -1571,7 +1571,7 @@ static void blur_filter_apply(render_context* rctx, GLuint dst, GLuint src, imgfilter_batch.g_color_scale = scale * (float_t)(1.0 / 4.0); imgfilter_batch.g_color_offset = offset; imgfilter_batch.g_texture_lod = 0.0f; - rctx->imgfilter_batch_ubo.WriteMapMemory(imgfilter_batch); + rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch); uniform_value[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0; gl_state_bind_vertex_array(rctx->box_vao); diff --git a/src/CRE/render_texture.cpp b/src/CRE/render_texture.cpp index f8107027..fce35d31 100644 --- a/src/CRE/render_texture.cpp +++ b/src/CRE/render_texture.cpp @@ -166,7 +166,7 @@ void RenderTexture::DrawQuad(shader_set_data* set, int32_t width, int32_t height quad.g_color = { param_x, param_y, param_z, param_w }; quad.g_texture_lod = 0.0f; - rctx_ptr->quad_ubo.WriteMapMemory(quad); + rctx_ptr->quad_ubo.WriteMemory(quad); rctx_ptr->quad_ubo.Bind(0); gl_state_bind_vertex_array(render_texture_vao); set->draw_arrays(GL_TRIANGLE_STRIP, 0, 4); diff --git a/src/CRE/shader_ft.cpp b/src/CRE/shader_ft.cpp index 227017c4..30817614 100644 --- a/src/CRE/shader_ft.cpp +++ b/src/CRE/shader_ft.cpp @@ -3352,7 +3352,7 @@ static void glass_eye_set(glass_eye_struct* glass_eye) { glass_eye_batch.g_tex_scale = temp; extern render_context* rctx_ptr; - rctx_ptr->glass_eye_batch_ubo.WriteMapMemory(glass_eye_batch); + rctx_ptr->glass_eye_batch_ubo.WriteMemory(glass_eye_batch); rctx_ptr->glass_eye_batch_ubo.Bind(4); } diff --git a/src/CRE/sprite.cpp b/src/CRE/sprite.cpp index 385fb382..82dff27e 100644 --- a/src/CRE/sprite.cpp +++ b/src/CRE/sprite.cpp @@ -898,7 +898,7 @@ namespace spr { 1.0f / (float_t)tex->height, 0.0f, 0.0f }; mat4_transpose(&view_projection, &shader_data.g_transform); - rctx->sprite_scene_ubo.WriteMapMemory(shader_data); + rctx->sprite_scene_ubo.WriteMemory(shader_data); render_data.Clear();