Cleanup.
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f76d3bd33e
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@ -290,7 +290,7 @@ namespace entry
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case NSLeftMouseUp:
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m_eventQueue.postMouseEvent(s_defaultWindow, m_mx, m_my, m_scroll, MouseButton::Left, false);
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m_eventQueue.postMouseEvent(s_defaultWindow, m_mx, m_my, m_scroll, MouseButton::Middle, false); // TODO: remove!
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m_eventQueue.postMouseEvent(s_defaultWindow, m_mx, m_my, m_scroll, MouseButton::Middle, false);
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break;
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case NSRightMouseDown:
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@ -2448,12 +2448,12 @@ namespace bgfx { namespace gl
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{
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GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
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GL_CHECK(glDebugMessageControl(GL_DONT_CARE
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, GL_DONT_CARE
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, GL_DEBUG_SEVERITY_MEDIUM
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, 0
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, NULL
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, GL_TRUE
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) );
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, GL_DONT_CARE
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, GL_DEBUG_SEVERITY_MEDIUM
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, 0
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, NULL
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, GL_TRUE
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) );
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}
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}
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@ -4680,21 +4680,21 @@ namespace bgfx { namespace gl
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&& !normalized)
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{
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GL_CHECK(glVertexAttribIPointer(loc
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, num
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, s_attribType[type]
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, _vertexDecl.m_stride
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, (void*)(uintptr_t)baseVertex)
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);
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, num
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, s_attribType[type]
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, _vertexDecl.m_stride
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, (void*)(uintptr_t)baseVertex)
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);
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}
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else
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{
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GL_CHECK(glVertexAttribPointer(loc
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, num
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, s_attribType[type]
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, normalized
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, _vertexDecl.m_stride
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, (void*)(uintptr_t)baseVertex)
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);
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, num
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, s_attribType[type]
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, normalized
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, _vertexDecl.m_stride
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, (void*)(uintptr_t)baseVertex)
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);
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}
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m_unboundUsedAttrib[ii] = Attrib::Count;
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@ -4800,21 +4800,21 @@ namespace bgfx { namespace gl
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if (_target == GL_TEXTURE_3D)
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{
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GL_CHECK(glTexStorage3D(_target
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, _numMips
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, internalFmt
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, m_width
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, m_height
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, _depth
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) );
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, _numMips
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, internalFmt
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, m_width
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, m_height
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, _depth
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) );
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}
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else
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{
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GL_CHECK(glTexStorage2D(_target
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, _numMips
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, internalFmt
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, m_width
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, m_height
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) );
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, _numMips
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, internalFmt
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, m_width
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, m_height
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) );
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}
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}
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@ -7161,7 +7161,6 @@ namespace bgfx { namespace gl
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{
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const IndexBufferGL& buffer = m_indexBuffers[bind.m_idx];
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GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, stage, buffer.m_id) );
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// TODO: barriers?
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}
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break;
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@ -7169,7 +7168,6 @@ namespace bgfx { namespace gl
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{
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const VertexBufferGL& buffer = m_vertexBuffers[bind.m_idx];
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GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, stage, buffer.m_id) );
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// TODO: barriers?
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}
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break;
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}
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