Use DSA for renderbuffers
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+4
-4
@@ -25,14 +25,14 @@ import Control.Monad.Primitive
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--import qualified Control.Monad.Parallel as MP
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pokeVerxs
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:: MV.MVector (PrimState IO) FullShader'
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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--pokeVerxs vbos count = S.mapM_ (pokeVerx vbos count) . S.each
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pokeVerxs vbos count = VFSM.mapM_ (pokeVerx vbos count) . VFSM.fromList
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pokeVerx :: MV.MVector (PrimState IO) FullShader' -> 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 <- _vboPtr . _vaoVBO . _shadVAO' <$> MV.unsafeRead vbos sn
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@@ -183,14 +183,14 @@ pokeJustV ptr nv sh = do
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V4 d e f g = _svCol sh
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pokeLayVerxs
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:: MV.MVector (PrimState IO) FullShader'
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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--pokeLayVerxs vbos counts = S.mapM_ (pokeLayVerx vbos counts) . S.each
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pokeLayVerxs vbos counts = VFSM.mapM_ (pokeLayVerx vbos counts) . VFSM.fromList
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pokeLayVerx :: MV.MVector (PrimState IO) FullShader' -> 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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