Start cleanup
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+40
-46
@@ -1,22 +1,17 @@
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--{-# LANGUAGE TupleSections #-}
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{-# LANGUAGE BangPatterns #-}
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module Shader.Poke
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( pokeArrayOff
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( pokeVerxs
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, pokeLayVerxs
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, pokeArrayOff
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, pokePoint3s
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, pokePoint33s
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, pokeVerxs
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, pokeLayVerxs
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, poke224s
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, picShadToUMV
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, picShadToMV
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, vToPicShad
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, vToPicShadMV
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) where
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import Shader.Data
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import Shader.Parameters
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import Picture.Data
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import Geometry.Data
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--import Layers
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--import qualified Streaming.Prelude as SP
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--import Data.Maybe
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@@ -32,16 +27,16 @@ import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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pokeVerxs
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> [Verx]
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-> IO ()
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pokeVerxs vbos count vxs = VS.mapM_ (pokeVerx vbos count) $ VS.fromList vxs
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pokeVerx :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
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typeOff <- UMV.unsafeRead offsets sn
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basePtr <- fmap (_vboPtr . _vaoVBO . _vshaderVAO) $ MV.read vbos sn
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basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.read vbos sn
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let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
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poke34 thePtr thePos theCol
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pokeArrayOff thePtr 7 ext
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@@ -49,37 +44,37 @@ pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=the
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where
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sn = _unShadNum theShadNum
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vToPicShad :: UMV.MVector (PrimState IO) Int -> IO (PicShads Int)
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{-# INLINE vToPicShad #-}
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vToPicShad mv = mapM (UMV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
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vToPicShadMV :: MV.MVector (PrimState IO) Int -> IO (PicShads Int)
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{-# INLINE vToPicShadMV #-}
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vToPicShadMV mv = mapM (MV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
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picShadToUMV :: PicShads Int -> IO (UMV.MVector (PrimState IO) Int)
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{-# INLINE picShadToUMV #-}
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picShadToUMV (PicShads a b c d e f) = do
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theVec <- UMV.new 6
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UMV.write theVec 0 a
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UMV.write theVec 1 b
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UMV.write theVec 2 c
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UMV.write theVec 3 d
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UMV.write theVec 4 e
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UMV.write theVec 5 f
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return theVec
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picShadToMV :: PicShads a -> IO (MV.MVector (PrimState IO) a)
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{-# INLINE picShadToMV #-}
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picShadToMV (PicShads a b c d e f) = do
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theVec <- MV.new 6
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MV.write theVec 0 a
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MV.write theVec 1 b
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MV.write theVec 2 c
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MV.write theVec 3 d
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MV.write theVec 4 e
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MV.write theVec 5 f
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return theVec
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--vToPicShad :: UMV.MVector (PrimState IO) Int -> IO (PicShads Int)
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--{-# INLINE vToPicShad #-}
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--vToPicShad mv = mapM (UMV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
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--
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--vToPicShadMV :: MV.MVector (PrimState IO) Int -> IO (PicShads Int)
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--{-# INLINE vToPicShadMV #-}
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--vToPicShadMV mv = mapM (MV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
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--
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--picShadToUMV :: PicShads Int -> IO (UMV.MVector (PrimState IO) Int)
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--{-# INLINE picShadToUMV #-}
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--picShadToUMV (PicShads a b c d e f) = do
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-- theVec <- UMV.new 6
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-- UMV.write theVec 0 a
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-- UMV.write theVec 1 b
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-- UMV.write theVec 2 c
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-- UMV.write theVec 3 d
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-- UMV.write theVec 4 e
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-- UMV.write theVec 5 f
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-- return theVec
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--
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--picShadToMV :: PicShads a -> IO (MV.MVector (PrimState IO) a)
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--{-# INLINE picShadToMV #-}
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--picShadToMV (PicShads a b c d e f) = do
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-- theVec <- MV.new 6
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-- MV.write theVec 0 a
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-- MV.write theVec 1 b
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-- MV.write theVec 2 c
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-- MV.write theVec 3 d
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-- MV.write theVec 4 e
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-- MV.write theVec 5 f
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-- return theVec
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poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
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@@ -125,17 +120,17 @@ pokePoint3s ptr vals0 = go vals0 0
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off i = n*3 + i
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pokeLayVerxs
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> [Verx]
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-> IO ()
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pokeLayVerxs vbos counts vxs = VS.mapM_ (pokeLayVerx vbos counts) $ VS.fromList vxs
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pokeLayVerx :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeLayVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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--{-# INLINE pokeLayVerx #-}
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pokeLayVerx vbos counts vx = do
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theOff <- UMV.unsafeRead counts vecPos
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basePtr <- fmap (_vboPtr . _vaoVBO . _vshaderVAO) $ MV.unsafeRead vbos sn
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basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.unsafeRead vbos sn
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let thePtr = plusPtr basePtr ((theOff + layOff) * theStride * floatSize)
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poke34 thePtr thePos theCol
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pokeArrayOff thePtr 7 (_vxExt vx)
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@@ -146,7 +141,6 @@ pokeLayVerx vbos counts vx = do
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theLayer = _vxLayer vx
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thePos = _vxPos vx
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theCol = _vxCol vx
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--basePtr = _vboPtr $ vboFromType vbos sn
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layOff = theLayer * numSubElements
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theStride = pokeStride sn
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