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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Feat] (MG_Backend/DirectGLES): Set divisor for VAO attrib.
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@@ -137,7 +137,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace BufferImpl
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namespace VertexArrayImpl {
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void SyncCurrentVAO() {
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void SyncCurrentVAO(Bool needDivisor) {
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auto currentVAOObject = MG_State::pGLContext->GetBoundVertexArray();
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if (!currentVAOObject) {
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MGLOG_E("No VAO is currently bound, cannot sync current VAO.");
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@@ -152,7 +152,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} else {
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backendVAOObject = backendVAOIt->second;
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}
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backendVAOObject->SyncToBackend(currentVAOObject);
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backendVAOObject->SyncToBackend(currentVAOObject, needDivisor);
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}
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} // namespace VertexArrayImpl
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@@ -356,7 +356,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void PrepareForDraw(DrawSyncBit syncBit) {
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BufferImpl::SyncNeccessaryBuffers(syncBit & DrawSyncBit::IndexBuffer, syncBit & DrawSyncBit::IndirectBuffer);
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VertexArrayImpl::SyncCurrentVAO(); // TODO: instancing
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VertexArrayImpl::SyncCurrentVAO(syncBit & DrawSyncBit::Instancing);
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TextureImpl::SyncNeccessaryTextures();
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FramebufferImpl::SyncCurrentFBO();
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PrgramImpl::SyncCurrentProgram();
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@@ -156,7 +156,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glBindVertexArray(m_backendVAOId);
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}
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void BackendVertexArrayObject::SyncToBackend(SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject) {
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void BackendVertexArrayObject::SyncToBackend(SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject,
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Bool needDivisor) {
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if (!stateVAOObject) {
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MGLOG_E("State VAO object is null, cannot sync to backend.");
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return;
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@@ -205,7 +206,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
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attrib.Stride, (const void*)attrib.Offset);
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}
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// TODO: divisor
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if (needDivisor) {
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MG_External::GLES::glVertexAttribDivisor(attribIndex, attrib.Divisor);
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}
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}
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const auto& indexBufferBinding = stateVAOObject->GetIndexBufferBindingSlot().GetBoundObject();
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@@ -34,7 +34,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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class BackendVertexArrayObject {
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public:
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BackendVertexArrayObject();
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void SyncToBackend(SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject);
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void SyncToBackend(SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject, Bool needDivisor);
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Uint GetBackendVertexArrayId() { return m_backendVAOId; }
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void Bind();
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