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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (Diligent/Drawing): Reimplement glMultiDrawElements through indirect drawing.
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@@ -23,6 +23,7 @@ namespace MG_Diligent {
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MG_Global::unordered_map<GLuint, GLProgramInfo> g_ProgramMap;
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MG_Global::unordered_map<GLuint, Diligent::ISampler*> g_SamplerMap;
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MG_Global::unordered_map<GLuint, Diligent::IBuffer*> g_UniformBufferMap;
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GLuint g_NextResourceId = 0;
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bool IsInRenderPass = false;
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bool initialized = false;
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@@ -173,9 +174,9 @@ namespace MG_Diligent {
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PSOCreateInfo.PSODesc.Name = "Program_PSO";
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PSOCreateInfo.PSODesc.PipelineType = Diligent::PIPELINE_TYPE_GRAPHICS;
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__android_log_print(ANDROID_LOG_DEBUG, "Diligent Engine", "Num AttachedShaders: %zu", programInfo.AttachedShaders.size());
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MG_Util::Debug::LogD("Num AttachedShaders: %zu", programInfo.AttachedShaders.size());
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for (auto shader: programInfo.AttachedShaders) {
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__android_log_print(ANDROID_LOG_DEBUG, "Diligent Engine", "AttachedShader: %p, Type: %d", shader, shader->GetDesc().ShaderType);
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MG_Util::Debug::LogD("AttachedShader: %p, Type: %d", shader, shader->GetDesc().ShaderType);
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switch (shader->GetDesc().ShaderType) {
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case Diligent::SHADER_TYPE_VERTEX:
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PSOCreateInfo.pVS = shader;
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