Update rlgl.h
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dba29e4405
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1 changed files with 13 additions and 26 deletions
39
src/rlgl.h
39
src/rlgl.h
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@ -24,6 +24,7 @@
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_43
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* #define GRAPHICS_API_OPENGL_ES2
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* #define GRAPHICS_API_OPENGL_ES2
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* Use selected OpenGL graphics backend, should be supported by platform
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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@ -41,9 +42,6 @@
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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* Show OpenGL extensions and capabilities detailed logs on init
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*
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*
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* #define SUPPORT_COMPUTE_SHADERS
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* Enable compute shaders and shader storage buffer object support.
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* Currently only work with GRAPHICS_API_OPENGL_33 with appropriate driver support.
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*
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*
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* rlgl capabilities could be customized just defining some internal
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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* values before library inclusion (default values listed):
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@ -171,6 +169,11 @@
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#define GRAPHICS_API_OPENGL_33
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#define GRAPHICS_API_OPENGL_33
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#endif
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#endif
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// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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#if defined(GRAPHICS_API_OPENGL_43)
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#define GRAPHICS_API_OPENGL_33
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#endif
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// Support framebuffer objects by default
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// Support framebuffer objects by default
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// NOTE: Some driver implementation do not support it, despite they should
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// NOTE: Some driver implementation do not support it, despite they should
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#define RLGL_RENDER_TEXTURES_HINT
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#define RLGL_RENDER_TEXTURES_HINT
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@ -647,12 +650,12 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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#if defined(SUPPORT_COMPUTE_SHADERS)
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#if defined(GRAPHICS_API_OPENGL_43)
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// Compute shader management
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// Compute shader management
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RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
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RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
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@ -3784,84 +3787,68 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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return program;
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return program;
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}
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}
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#if defined(SUPPORT_COMPUTE_SHADERS)
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#if defined(GRAPHICS_API_OPENGL_43)
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void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
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void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glDispatchCompute(groupX, groupY, groupZ);
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glDispatchCompute(groupX, groupY, groupZ);
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#endif
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}
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}
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unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
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unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
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{
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{
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unsigned int ssbo = 0;
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unsigned int ssbo = 0;
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#if defined(GRAPHICS_API_OPENGL_33)
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glGenBuffers(1, &ssbo);
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
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#endif
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return ssbo;
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return ssbo;
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}
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}
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void rlUnloadShaderBuffer(unsigned int ssboId)
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void rlUnloadShaderBuffer(unsigned int ssboId)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glDeleteBuffers(1, &ssboId);
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glDeleteBuffers(1, &ssboId);
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#endif
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}
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}
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void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
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void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
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#endif
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}
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}
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unsigned long long rlGetShaderBufferSize(unsigned int id)
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unsigned long long rlGetShaderBufferSize(unsigned int id)
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{
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{
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khronos_int64_t size = 0;
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long long size = 0;
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
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glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
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#endif
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return (size > 0) ? size : 0;
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return (size > 0) ? size : 0;
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}
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}
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void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
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void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
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#endif
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}
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}
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void rlBindShaderBuffer(unsigned int id, unsigned int index)
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void rlBindShaderBuffer(unsigned int id, unsigned int index)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
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#endif
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}
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}
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void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
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void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_COPY_READ_BUFFER, srcId);
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glBindBuffer(GL_COPY_READ_BUFFER, srcId);
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glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
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glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
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#endif
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}
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}
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void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
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void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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int glInternalFormat = 0, glFormat = 0, glType = 0;
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int glInternalFormat = 0, glFormat = 0, glType = 0;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
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glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
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#endif
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}
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}
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#endif
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#endif
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