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Updated to love-android changeset 3b5e5e182a00
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@@ -1,5 +1,5 @@
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/**
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* Copyright (c) 2006-2013 LOVE Development Team
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* Copyright (c) 2006-2014 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@@ -165,7 +165,7 @@ void *VBO::map()
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if (is_dirty)
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{
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glGetBufferSubData(getTarget(), 0, getSize(), memory_map);
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glGetBufferSubData(getTarget(), 0, (GLsizeiptr) getSize(), memory_map);
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is_dirty = false;
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}
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@@ -189,8 +189,8 @@ void VBO::unmap()
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// "orphan" current buffer to avoid implicit synchronisation on the GPU:
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// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
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glBufferData(getTarget(), getSize(), NULL, getUsage());
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glBufferData(getTarget(), getSize(), memory_map, getUsage());
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glBufferData(getTarget(), (GLsizeiptr) getSize(), NULL, getUsage());
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glBufferData(getTarget(), (GLsizeiptr) getSize(), memory_map, getUsage());
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is_mapped = false;
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}
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@@ -230,7 +230,7 @@ void VBO::fill(size_t offset, size_t size, const void *data)
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// Now we tell the driver it only needs to deal with the data
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// we changed.
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memcpy(static_cast<char *>(mapdata) + offset, data, size);
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glFlushMappedBufferRangeAPPLE(getTarget(), offset, size);
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glFlushMappedBufferRangeAPPLE(getTarget(), (GLintptr) offset, (GLsizei) size);
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}
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glUnmapBuffer(getTarget());
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@@ -238,7 +238,7 @@ void VBO::fill(size_t offset, size_t size, const void *data)
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else
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{
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// Fall back to a possibly slower SubData (more chance of syncing.)
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glBufferSubData(getTarget(), offset, size, data);
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glBufferSubData(getTarget(), (GLintptr) offset, (GLsizeiptr) size, data);
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}
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if (getMemoryBacking() != BACKING_FULL)
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@@ -280,7 +280,7 @@ bool VBO::load(bool restore)
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glBufferParameteriAPPLE(getTarget(), GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE);
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// Note that if 'src' is '0', no data will be copied.
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glBufferData(getTarget(), getSize(), src, getUsage());
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glBufferData(getTarget(), (GLsizeiptr) getSize(), src, getUsage());
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GLenum err = glGetError();
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return (GL_NO_ERROR == err);
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