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GPU/HW: Use uniform blocks for batch rendering
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@ -24,7 +24,7 @@ void StreamBuffer::Unbind()
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StreamBuffer::MappingResult StreamBuffer::Map(u32 alignment, u32 min_size)
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{
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return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, m_size / alignment};
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return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
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}
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void StreamBuffer::Unmap(u32 used_size)
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@ -22,6 +22,7 @@ public:
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struct MappingResult
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{
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void* pointer;
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u32 buffer_offset;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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