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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 20:58:31 +09:00
[Feat] (MG_State/Program, DirectGLES): plumb ubo to backend
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@@ -494,7 +494,7 @@ namespace MobileGL {
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return MG_State::pGLContext->ValidateBufferObject(buffer) ? GL_TRUE : GL_FALSE;
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}
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void BindBufferBase_State(GLenum target, GLuint index, GLuint buffer) {
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void BindBufferBase_State(GLenum target, GLuint pointIndex, GLuint buffer) {
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BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
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if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return;
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@@ -504,7 +504,7 @@ namespace MobileGL {
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bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
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}
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auto& point = MG_State::pGLContext->GetBufferBindingPoint(bufferTarget, index);
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auto& point = MG_State::pGLContext->GetBufferBindingPoint(bufferTarget, pointIndex);
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point.Bind(bufferObject);
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point.ClearRange();
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}
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