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Graphics Buffers can be used as Shader Storage Buffers.
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@@ -80,6 +80,12 @@ private:
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bool active = false;
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};
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struct BufferBinding
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{
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int bindingindex = 0;
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GLuint buffer = 0;
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};
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// Map active uniform names to their locations.
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void mapActiveUniforms();
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@@ -117,6 +123,9 @@ private:
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// Texture unit pool for setting textures
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std::vector<TextureUnit> textureUnits;
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std::vector<int> storageBufferBindingIndexToActiveBinding;
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std::vector<BufferBinding> activeStorageBufferBindings;
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std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates;
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float lastPointSize;
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