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https://github.com/ZDoom/qzdoom.git
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8b6e09ca09
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
211 lines
6.3 KiB
C++
211 lines
6.3 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2014-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_lightbuffer.cpp
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** Buffer data maintenance for dynamic lights
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**
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**/
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/system/gl_interface.h"
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#include "gl/utility//gl_clock.h"
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static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
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float *mMap;
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FLightBuffer::FLightBuffer()
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{
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mBufferSize = INITIAL_BUFFER_SIZE;
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mByteSize = mBufferSize * sizeof(float);
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBlockAlign = 0;
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mBlockSize = mBufferSize;
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}
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else
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{
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mBufferType = GL_UNIFORM_BUFFER;
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mBlockSize = gl.maxuniformblock / 16;
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if (mBlockSize > 2048) mBlockSize = 2048; // we don't really need a larger buffer
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mBlockAlign = mBlockSize / 2;
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}
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glGenBuffers(1, &mBufferId);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
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glBindBuffer(mBufferType, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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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 = NULL;
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}
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Clear();
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mLastMappedIndex = UINT_MAX;
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}
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FLightBuffer::~FLightBuffer()
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{
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glBindBuffer(mBufferType, 0);
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glDeleteBuffers(1, &mBufferId);
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}
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void FLightBuffer::Clear()
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{
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mIndex = 0;
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mIndices.Clear();
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mUploadIndex = 0;
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}
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int FLightBuffer::UploadLights(FDynLightData &data)
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{
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int size0 = data.arrays[0].Size()/4;
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int size1 = data.arrays[1].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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int totalsize = size0 + size1 + size2 + 1;
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// pointless type casting because some compilers can't print enough warnings.
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if (mBlockAlign > 0 && (unsigned int)totalsize + (mIndex % mBlockAlign) > mBlockSize)
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{
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mIndex = ((mIndex + mBlockAlign) / mBlockAlign) * mBlockAlign;
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// can't be rendered all at once.
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if ((unsigned int)totalsize > mBlockSize)
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{
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int diff = totalsize - (int)mBlockSize;
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size2 -= diff;
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if (size2 < 0)
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{
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size1 += size2;
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size2 = 0;
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}
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if (size1 < 0)
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{
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size0 += size1;
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size1 = 0;
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}
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totalsize = size0 + size1 + size2 + 1;
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}
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}
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if (totalsize <= 1) return -1;
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if (mIndex + totalsize > mBufferSize/4)
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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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mBufferSize *= 2;
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mByteSize *= 2;
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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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}
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float *copyptr;
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assert(mBufferPointer != NULL);
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if (mBufferPointer == NULL) return -1;
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copyptr = mBufferPointer + mIndex * 4;
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float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
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memcpy(©ptr[0], parmcnt, 4 * sizeof(float));
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memcpy(©ptr[4], &data.arrays[0][0], 4 * size0*sizeof(float));
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memcpy(©ptr[4 + 4*size0], &data.arrays[1][0], 4 * size1*sizeof(float));
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memcpy(©ptr[4 + 4*(size0 + size1)], &data.arrays[2][0], 4 * size2*sizeof(float));
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unsigned int bufferindex = mIndex;
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mIndex += totalsize;
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draw_dlight += (totalsize-1) / 2;
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return bufferindex;
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}
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void FLightBuffer::Begin()
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{
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if (gl.lightmethod == LM_DEFERRED)
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{
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glBindBuffer(mBufferType, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT);
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}
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}
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void FLightBuffer::Finish()
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{
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if (gl.lightmethod == LM_DEFERRED)
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{
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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mBufferPointer = NULL;
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}
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}
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int FLightBuffer::BindUBO(unsigned int index)
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{
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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if (offset != mLastMappedIndex)
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{
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// this will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start to all shader programs
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mLastMappedIndex = offset;
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glBindBufferRange(GL_UNIFORM_BUFFER, LIGHTBUF_BINDINGPOINT, mBufferId, offset*16, mBlockSize*16); // we go from counting vec4's to counting bytes here.
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}
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return (index - offset);
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}
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