Fix crash when hitting max draw call limit (#2440)
* Expand instancing demo to have non-instanced path * Fix count vs. index off by one error when hitting max draw calls
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e38920c07b
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cb77d3bb46
@ -75,6 +75,9 @@ public:
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m_height = _height;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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m_use_instancing = true;
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m_last_frame_missing = 0;
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m_side_size = 11;
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bgfx::Init init;
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init.type = args.m_type;
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@ -111,6 +114,7 @@ public:
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// Create program from shaders.
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m_program = loadProgram("vs_instancing", "fs_instancing");
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m_program_non_instanced = loadProgram("vs_cubes", "fs_cubes");
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m_timeOffset = bx::getHPCounter();
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@ -125,6 +129,7 @@ public:
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_program);
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bgfx::destroy(m_program_non_instanced);
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// Shutdown bgfx.
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bgfx::shutdown();
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@ -148,6 +153,34 @@ public:
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Text("%d draw calls", bgfx::getStats()->numDraw);
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ImGui::Checkbox("Use Instancing", &m_use_instancing);
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ImGui::Text("Grid Side Size:");
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ImGui::SliderInt("", (int*)&m_side_size, 1, 512);
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if (m_last_frame_missing > 0)
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{
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "Couldn't draw %d cubes last frame", m_last_frame_missing);
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}
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if (bgfx::getStats()->numDraw >= bgfx::getCaps()->limits.maxDrawCalls)
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{
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "Draw call limit reached!");
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}
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ImGui::End();
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imguiEndFrame();
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// Set view 0 default viewport.
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@ -169,81 +202,114 @@ public:
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// code path that doesn't use instancing.
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " Instancing is not supported by GPU. ");
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m_use_instancing = false;
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}
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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m_last_frame_missing = 0;
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if (m_use_instancing)
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{
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// 80 bytes stride = 64 bytes for 4x4 matrix + 16 bytes for RGBA color.
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const uint16_t instanceStride = 80;
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// to total number of instances to draw
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uint32_t totalCubes = m_side_size * m_side_size;
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// figure out how big of a buffer is available
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uint32_t drawnCubes = bgfx::getAvailInstanceDataBuffer(totalCubes, instanceStride);
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// save how many we couldn't draw due to buffer room so we can display it
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m_last_frame_missing = totalCubes - drawnCubes;
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bgfx::InstanceDataBuffer idb;
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bgfx::allocInstanceDataBuffer(&idb, drawnCubes, instanceStride);
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uint8_t* data = idb.data;
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for (uint32_t ii = 0; ii < drawnCubes; ++ii)
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{
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uint32_t yy = ii / m_side_size;
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uint32_t xx = ii % m_side_size;
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float* mtx = (float*)data;
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bx::mtxRotateXY(mtx, time + xx * 0.21f, time + yy * 0.37f);
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mtx[12] = -15.0f + float(xx) * 3.0f;
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mtx[13] = -15.0f + float(yy) * 3.0f;
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mtx[14] = 0.0f;
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float* color = (float*)&data[64];
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color[0] = bx::sin(time + float(xx) / 11.0f) * 0.5f + 0.5f;
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color[1] = bx::cos(time + float(yy) / 11.0f) * 0.5f + 0.5f;
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color[2] = bx::sin(time * 3.0f) * 0.5f + 0.5f;
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color[3] = 1.0f;
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data += instanceStride;
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}
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(&idb);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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else
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{
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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// non-instanced path
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for (uint32_t yy = 0; yy < m_side_size; ++yy)
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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// 80 bytes stride = 64 bytes for 4x4 matrix + 16 bytes for RGBA color.
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const uint16_t instanceStride = 80;
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// 11x11 cubes
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const uint32_t numInstances = 121;
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if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride) )
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{
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bgfx::InstanceDataBuffer idb;
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bgfx::allocInstanceDataBuffer(&idb, numInstances, instanceStride);
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uint8_t* data = idb.data;
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// Write instance data for 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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for (uint32_t xx = 0; xx < m_side_size; ++xx)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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float* mtx = (float*)data;
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bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx * 0.21f, time + yy * 0.37f);
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mtx[12] = -15.0f + float(xx) * 3.0f;
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mtx[13] = -15.0f + float(yy) * 3.0f;
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mtx[14] = 0.0f;
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float* color = (float*)&data[64];
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color[0] = bx::sin(time+float(xx)/11.0f)*0.5f+0.5f;
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color[1] = bx::cos(time+float(yy)/11.0f)*0.5f+0.5f;
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color[2] = bx::sin(time*3.0f)*0.5f+0.5f;
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color[3] = 1.0f;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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data += instanceStride;
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}
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program_non_instanced);
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}
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(&idb);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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entry::MouseState m_mouseState;
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@ -252,9 +318,14 @@ public:
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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bool m_use_instancing;
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uint32_t m_last_frame_missing;
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uint32_t m_side_size;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::ProgramHandle m_program;
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bgfx::ProgramHandle m_program_non_instanced;
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int64_t m_timeOffset;
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};
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@ -1237,7 +1237,7 @@ namespace bgfx
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}
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const uint32_t renderItemIdx = bx::atomicFetchAndAddsat<uint32_t>(&m_frame->m_numRenderItems, 1, BGFX_CONFIG_MAX_DRAW_CALLS);
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if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= renderItemIdx)
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if (BGFX_CONFIG_MAX_DRAW_CALLS <= renderItemIdx)
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{
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discard(_flags);
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++m_numDropped;
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