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Use main buffers for utility draws
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@ -35,27 +35,26 @@ public:
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override;
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StreamBuffer* GetVertexBuffer() const;
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StreamBuffer* GetIndexBuffer() const;
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GLuint GetVertexBufferHandle() const;
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GLuint GetIndexBufferHandle() const;
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protected:
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void ResetBuffer(u32 stride) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void ResetBuffer(u32 vertex_stride, bool cull_all) override;
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void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex,
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u32* out_base_index) override;
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void UploadConstants() override;
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void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
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private:
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void Draw(u32 stride);
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void vFlush() override;
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void PrepareDrawBuffers(u32 stride);
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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std::unique_ptr<StreamBuffer> m_vertex_buffer;
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std::unique_ptr<StreamBuffer> m_index_buffer;
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// Alternative buffers in CPU memory for primatives we are going to discard.
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std::vector<u8> m_cpu_v_buffer;
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std::vector<u16> m_cpu_i_buffer;
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};
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}
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} // namespace OGL
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