Use DSA for renderbuffers
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+7
-7
@@ -21,7 +21,7 @@ import Control.Monad.Primitive
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import Foreign
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import Graphics.GL.Core45
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drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader' -> 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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@@ -40,7 +40,7 @@ drawShaderLay l countsVector shadIn fs = do
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(fromIntegral $ l*numSubElements)
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(fromIntegral i)
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drawShader :: FullShader' -> Int -> IO ()
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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--currentProgram $= Just (_shadProg fs)
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@@ -58,11 +58,11 @@ drawShader fs i = do
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0
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(fromIntegral i)
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freeShaderPointers' :: FullShader' -> IO ()
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freeShaderPointers' :: FullShader -> IO ()
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freeShaderPointers' = free . _vboPtr . _vaoVBO . _shadVAO'
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pokeBindFoldable
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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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@@ -71,7 +71,7 @@ pokeBindFoldable shadV counts m = do
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bindShader shadV counts
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pokeBindFoldableLayer
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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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@@ -79,10 +79,10 @@ pokeBindFoldableLayer shadV counts m = do
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pokeLayVerxs shadV counts m
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bindShaderLayers shadV counts
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shadVBOptr :: FullShader' -> Ptr Float
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shadVBOptr :: FullShader -> Ptr Float
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{-# INLINE shadVBOptr #-}
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shadVBOptr = _vboPtr . _vaoVBO . _shadVAO'
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shadVBOptr' :: FullShader' -> Ptr Float
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shadVBOptr' :: FullShader -> Ptr Float
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{-# INLINE shadVBOptr' #-}
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shadVBOptr' = _vboPtr . _vaoVBO . _shadVAO'
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