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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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::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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break;
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case NSRightMouseDown:
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case NSRightMouseDown:
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@ -7161,7 +7161,6 @@ namespace bgfx { namespace gl
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{
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{
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const IndexBufferGL& buffer = m_indexBuffers[bind.m_idx];
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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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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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}
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break;
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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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{
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const VertexBufferGL& buffer = m_vertexBuffers[bind.m_idx];
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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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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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}
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break;
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break;
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}
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}
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