Start cleanup
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+14
-15
@@ -41,11 +41,11 @@ bindArrayBuffers numVs theVBO = do
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(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
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(_vboPtr theVBO)
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bindShaderLayers :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers shads counts = MV.imapM_ f shads
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where
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f i shad = do
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let theVBO = _vaoVBO $ _vshaderVAO shad
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let theVBO = _vaoVBO $ _shaderVAO shad
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stride = sum $ _vboAttribSizes theVBO
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bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
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mapM_ (g stride theVBO) [0..5]
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@@ -60,12 +60,11 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
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--lay counts = sequence_ $ bindArrayBuffersLayer lay <$> counts <*> (_vaoVBO . _vshaderVAO <$> shads)
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bindShader :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader shads counts = MV.imapM_ f shads
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where
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _vshaderVAO $ shad)
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shaderVAO $ shad)
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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@@ -73,28 +72,28 @@ bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
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drawShaderLay :: Int -> VShader -> Int -> IO ()
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drawShaderLay :: Int -> FullShader -> Int -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l fs i = do
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currentProgram $= Just (_vshaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _vshaderVAO fs)
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case _vshaderTexture fs of
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _vshaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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drawShaderLay' :: Int -> UMV.MVector (PrimState IO) Int -> Int -> VShader -> IO ()
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drawShaderLay' :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader -> IO ()
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{-# INLINE drawShaderLay' #-}
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drawShaderLay' l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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currentProgram $= Just (_vshaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _vshaderVAO fs)
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case _vshaderTexture fs of
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _vshaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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