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https://github.com/ZDoom/gzdoom-gles.git
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Reinstate light buffer resizing, using the same method as for the model matrix buffer
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commit
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2 changed files with 92 additions and 13 deletions
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@ -38,7 +38,7 @@ static const int ELEMENT_SIZE = (4*sizeof(float));
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FLightBuffer::FLightBuffer()
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FLightBuffer::FLightBuffer()
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{
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{
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int maxNumberOfLights = gl.lightmethod == LM_DIRECT? 80000 : 40000;
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int maxNumberOfLights = 40000;
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mBufferSize = maxNumberOfLights * ELEMENTS_PER_LIGHT;
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mBufferSize = maxNumberOfLights * ELEMENTS_PER_LIGHT;
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mByteSize = mBufferSize * ELEMENT_SIZE;
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mByteSize = mBufferSize * ELEMENT_SIZE;
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@ -91,6 +91,56 @@ void FLightBuffer::Clear()
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mIndex = 0;
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mIndex = 0;
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}
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}
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void FLightBuffer::CheckSize()
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{
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// reallocate the buffer with twice the size
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unsigned int newbuffer;
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// first unmap the old buffer
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
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glGenBuffers(1, &newbuffer);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
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glBindBuffer(mBufferType, newbuffer); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
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// create the new buffer's storage (twice as large as the old one)
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int oldbytesize = mByteSize;
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unsigned int bufferbytesize = mBufferedData.Size() * 4;
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if (bufferbytesize > mByteSize)
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{
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mByteSize += bufferbytesize;
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}
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else
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{
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mByteSize *= 2;
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}
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mBufferSize = mByteSize / ELEMENT_SIZE;
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if (gl.lightmethod == LM_DIRECT)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, mBufferType, 0, 0, mByteSize/2);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &mBufferId);
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mBufferId = newbuffer;
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Begin();
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memcpy(mBufferPointer + mBlockSize*4, &mBufferedData[0], bufferbytesize);
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mBufferedData.Clear();
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Finish();
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}
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int FLightBuffer::UploadLights(FDynLightData &data)
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int FLightBuffer::UploadLights(FDynLightData &data)
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{
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{
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// All meaasurements here are in vec4's.
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// All meaasurements here are in vec4's.
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@ -119,20 +169,34 @@ int FLightBuffer::UploadLights(FDynLightData &data)
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assert(mBufferPointer != nullptr);
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assert(mBufferPointer != nullptr);
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if (mBufferPointer == nullptr) return -1;
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if (mBufferPointer == nullptr) return -1;
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if (totalsize <= 1) return -1; // there are no lights
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if (totalsize <= 4 || mIndex + totalsize > mBufferSize) return -1;
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auto thisindex = mIndex.fetch_add(totalsize);
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unsigned thisindex = mIndex.fetch_add(totalsize);
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if (thisindex + totalsize > mBufferSize) return -1; // must retest because another thread might have changed mIndex.
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float *copyptr = mBufferPointer + thisindex*4;
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float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
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float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
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memcpy(©ptr[0], parmcnt, ELEMENT_SIZE);
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memcpy(©ptr[4], &data.arrays[0][0], size0 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], size1 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], size2 * ELEMENT_SIZE);
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return thisindex;
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if (thisindex + totalsize <= mBufferSize)
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{
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float *copyptr = mBufferPointer + thisindex*4;
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memcpy(©ptr[0], parmcnt, ELEMENT_SIZE);
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memcpy(©ptr[4], &data.arrays[0][0], size0 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], size1 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], size2 * ELEMENT_SIZE);
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return thisindex;
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}
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else
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{
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// The buffered data always starts at the old buffer's end to avoid more extensive synchronization.
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std::lock_guard<std::mutex> lock(mBufferMutex);
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auto index = mBufferedData.Reserve(totalsize);
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float *copyptr =&mBufferedData[index];
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// The copy operation must be inside the mutexed block of code here!
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memcpy(©ptr[0], parmcnt, ELEMENT_SIZE);
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memcpy(©ptr[4], &data.arrays[0][0], size0 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], size1 * ELEMENT_SIZE);
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], size2 * ELEMENT_SIZE);
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return mBufferSize + index;
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}
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}
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}
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void FLightBuffer::Begin()
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void FLightBuffer::Begin()
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@ -152,6 +216,7 @@ void FLightBuffer::Finish()
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glUnmapBuffer(mBufferType);
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glUnmapBuffer(mBufferType);
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mBufferPointer = NULL;
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mBufferPointer = NULL;
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}
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}
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if (mBufferedData.Size() > 0) CheckSize();
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}
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}
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int FLightBuffer::BindUBO(unsigned int index)
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int FLightBuffer::BindUBO(unsigned int index)
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@ -4,6 +4,7 @@
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#include "tarray.h"
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#include "tarray.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include <atomic>
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#include <atomic>
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#include <mutex>
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class FLightBuffer
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class FLightBuffer
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{
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{
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@ -18,6 +19,9 @@ class FLightBuffer
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unsigned int mBufferSize;
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unsigned int mBufferSize;
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unsigned int mByteSize;
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unsigned int mByteSize;
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unsigned int mMaxUploadSize;
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unsigned int mMaxUploadSize;
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std::mutex mBufferMutex;
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TArray<float> mBufferedData;
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public:
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public:
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@ -27,9 +31,19 @@ public:
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int UploadLights(FDynLightData &data);
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int UploadLights(FDynLightData &data);
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void Begin();
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void Begin();
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void Finish();
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void Finish();
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void CheckSize();
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int BindUBO(unsigned int index);
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int BindUBO(unsigned int index);
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unsigned int GetBlockSize() const { return mBlockSize; }
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unsigned int GetBlockSize() const { return mBlockSize; }
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unsigned int GetBufferType() const { return mBufferType; }
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unsigned int GetBufferType() const { return mBufferType; }
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int ShaderIndex(unsigned int index) const
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{
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if (mBlockAlign == 0) return index;
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// This must match the math in BindUBO.
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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return int(index-offset);
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}
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};
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};
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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