First implementation of initial contents for GPU dirty textures

This commit is contained in:
baldurk
2014-11-10 23:06:42 +00:00
parent ed2661514a
commit 9da25f020e
2 changed files with 465 additions and 23 deletions
+1
View File
@@ -90,6 +90,7 @@ class WrappedOpenGL
const GLHookSet &m_Real;
friend class GLReplay;
friend class GLResourceManager;
const GLHookSet &GetHookset() { return m_Real; }
+464 -23
View File
@@ -56,6 +56,8 @@ bool GLResourceManager::Need_InitialStateChunk(GLResource res)
bool GLResourceManager::Prepare_InitialState(GLResource res)
{
ResourceId Id = GetID(res);
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
@@ -65,33 +67,103 @@ bool GLResourceManager::Prepare_InitialState(GLResource res)
// then only do the readback in Serialise_InitialState
GLint length;
m_GL->glGetNamedBufferParameterivEXT(res.name, eGL_BUFFER_SIZE, &length);
gl.glGetNamedBufferParameterivEXT(res.name, eGL_BUFFER_SIZE, &length);
m_GL->glGetNamedBufferSubDataEXT(res.name, 0, length, record->GetDataPtr());
gl.glGetNamedBufferSubDataEXT(res.name, 0, length, record->GetDataPtr());
}
else if(res.Namespace == eResTexture)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLenum binding = TextureBinding(details.curType);
GLuint oldtex = 0;
gl.glGetIntegerv(binding, (GLint *)&oldtex);
GLuint tex;
gl.glGenTextures(1, &tex);
gl.glBindTexture(details.curType, res.name);
int depth = details.depth;
if(details.curType != eGL_TEXTURE_3D) depth = 1;
int mips = 0;
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP || queryType == eGL_TEXTURE_CUBE_MAP_ARRAY)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTexLevelParameteriv(queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&mips);
else
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&mips);
gl.glBindTexture(details.curType, tex);
// create texture of identical format/size to store initial contents
if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, details.curType, details.depth, details.internalFormat, details.width, details.height, GL_TRUE);
mips = 1;
}
else if(details.dimension == 1)
{
gl.glTextureStorage1DEXT(tex, details.curType, mips, details.internalFormat, details.width);
}
else if(details.dimension == 2)
{
gl.glTextureStorage2DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height);
}
else if(details.dimension == 3)
{
gl.glTextureStorage3DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height, details.depth);
}
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
gl.glCopyImageSubData(res.name, details.curType, i, 0, 0, 0, tex, details.curType, i, 0, 0, 0, w, h, d);
}
SetInitialContents(Id, InitialContentData(TextureRes(res.Context, tex), 0, NULL));
gl.glBindTexture(details.curType, oldtex);
}
else if(res.Namespace == eResVertexArray)
{
GLuint VAO = 0;
m_GL->glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
m_GL->glBindVertexArray(res.name);
gl.glBindVertexArray(res.name);
VertexArrayInitialData *data = (VertexArrayInitialData *)new byte[sizeof(VertexArrayInitialData)*16];
for(GLuint i=0; i < 16; i++)
{
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&data[i].enabled);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&data[i].vbslot);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&data[i].offset);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&data[i].type);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, (GLint *)&data[i].normalized);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_INTEGER, (GLint *)&data[i].integer);
m_GL->glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&data[i].size);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&data[i].enabled);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&data[i].vbslot);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&data[i].offset);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&data[i].type);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, (GLint *)&data[i].normalized);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_INTEGER, (GLint *)&data[i].integer);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&data[i].size);
}
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, (byte *)data));
m_GL->glBindVertexArray(VAO);
gl.glBindVertexArray(VAO);
}
else
{
@@ -129,11 +201,342 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
else
res = GLResource(MakeNullResource);
}
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
// Nothing to serialize
}
else if(res.Namespace == eResTexture)
{
if(m_State >= WRITING)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLuint tex = GetInitialContents(Id).resource.name;
GLuint ppb = 0;
gl.glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint *)&ppb);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, 0);
GLint packParams[8];
gl.glGetIntegerv(eGL_PACK_SWAP_BYTES, &packParams[0]);
gl.glGetIntegerv(eGL_PACK_LSB_FIRST, &packParams[1]);
gl.glGetIntegerv(eGL_PACK_ROW_LENGTH, &packParams[2]);
gl.glGetIntegerv(eGL_PACK_IMAGE_HEIGHT, &packParams[3]);
gl.glGetIntegerv(eGL_PACK_SKIP_PIXELS, &packParams[4]);
gl.glGetIntegerv(eGL_PACK_SKIP_ROWS, &packParams[5]);
gl.glGetIntegerv(eGL_PACK_SKIP_IMAGES, &packParams[6]);
gl.glGetIntegerv(eGL_PACK_ALIGNMENT, &packParams[7]);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, 1);
GLuint prevtex = 0;
gl.glGetIntegerv(TextureBinding(details.curType), (GLint *)&prevtex);
gl.glBindTexture(details.curType, res.name);
int imgmips = 0;
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP || queryType == eGL_TEXTURE_CUBE_MAP_ARRAY)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTexLevelParameteriv(queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&imgmips);
else
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&imgmips);
SERIALISE_ELEMENT(uint32_t, width, details.width);
SERIALISE_ELEMENT(uint32_t, height, details.height);
SERIALISE_ELEMENT(uint32_t, depth, details.depth);
SERIALISE_ELEMENT(uint32_t, dim, details.dimension);
SERIALISE_ELEMENT(GLenum, t, details.curType);
SERIALISE_ELEMENT(GLenum, f, details.internalFormat);
SERIALISE_ELEMENT(int, mips, imgmips);
SERIALISE_ELEMENT(bool, isCompressed, isComp != 0);
if(isCompressed)
{
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 4);
int h = RDCMAX(details.height>>i, 4);
int d = RDCMAX(details.depth>>i, 1);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(details.curType != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
GLint compSize;
gl.glGetTextureLevelParameterivEXT(tex, targets[trg], i, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compSize);
size_t size = compSize;
byte *buf = new byte[size];
gl.glGetCompressedTextureImageEXT(tex, targets[trg], i, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
delete[] buf;
}
}
}
else
{
GLenum fmt = GetBaseFormat(details.internalFormat);
GLenum type = GetDataType(details.internalFormat);
size_t size = GetByteSize(details.width, details.height, details.depth, fmt, type, 0);
byte *buf = new byte[size];
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
size = GetByteSize(w, h, d, fmt, type, 0);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(details.curType != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
gl.glGetTextureImageEXT(tex, targets[trg], i, fmt, type, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
}
}
delete[] buf;
}
gl.glBindTexture(details.curType, prevtex);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, ppb);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, packParams[0]);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, packParams[1]);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, packParams[2]);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, packParams[3]);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, packParams[4]);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, packParams[5]);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, packParams[6]);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, packParams[7]);
}
else
{
GLuint tex = 0;
gl.glGenTextures(1, &tex);
GLuint pub = 0;
gl.glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint *)&pub);
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
GLint unpackParams[8];
gl.glGetIntegerv(eGL_UNPACK_SWAP_BYTES, &unpackParams[0]);
gl.glGetIntegerv(eGL_UNPACK_LSB_FIRST, &unpackParams[1]);
gl.glGetIntegerv(eGL_UNPACK_ROW_LENGTH, &unpackParams[2]);
gl.glGetIntegerv(eGL_UNPACK_IMAGE_HEIGHT, &unpackParams[3]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_PIXELS, &unpackParams[4]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_ROWS, &unpackParams[5]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_IMAGES, &unpackParams[6]);
gl.glGetIntegerv(eGL_UNPACK_ALIGNMENT, &unpackParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, 1);
SERIALISE_ELEMENT(uint32_t, width, 0);
SERIALISE_ELEMENT(uint32_t, height, 0);
SERIALISE_ELEMENT(uint32_t, depth, 0);
SERIALISE_ELEMENT(uint32_t, dim, 0);
SERIALISE_ELEMENT(GLenum, textype, eGL_NONE);
SERIALISE_ELEMENT(GLenum, internalformat, eGL_NONE);
SERIALISE_ELEMENT(int, mips, 0);
SERIALISE_ELEMENT(bool, isCompressed, false);
GLuint prevtex = 0;
gl.glGetIntegerv(TextureBinding(textype), (GLint *)&prevtex);
gl.glBindTexture(textype, tex);
// create texture of identical format/size to store initial contents
if(textype == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, textype, depth, internalformat, width, height, GL_TRUE);
mips = 1;
}
else if(dim == 1)
{
gl.glTextureStorage1DEXT(tex, textype, mips, internalformat, width);
}
else if(dim == 2)
{
gl.glTextureStorage2DEXT(tex, textype, mips, internalformat, width, height);
}
else if(dim == 3)
{
gl.glTextureStorage3DEXT(tex, textype, mips, internalformat, width, height, depth);
}
if(isCompressed)
{
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 4U);
uint32_t h = RDCMAX(height>>i, 4U);
uint32_t d = RDCMAX(depth>>i, 1U);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glCompressedTextureSubImage1DEXT(tex, targets[trg], i, 0, width, internalformat, (GLsizei)size, buf);
else if(dim == 2)
gl.glCompressedTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, width, height, internalformat, (GLsizei)size, buf);
else if(dim == 3)
gl.glCompressedTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, width, height, depth, internalformat, (GLsizei)size, buf);
delete[] buf;
}
}
}
else
{
GLenum fmt = GetBaseFormat(internalformat);
GLenum type = GetDataType(internalformat);
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 4U);
uint32_t h = RDCMAX(height>>i, 4U);
uint32_t d = RDCMAX(depth>>i, 1U);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glTextureSubImage1DEXT(tex, targets[trg], i, 0, width, fmt, type, buf);
else if(dim == 2)
gl.glTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, width, height, fmt, type, buf);
else if(dim == 3)
gl.glTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, width, height, depth, fmt, type, buf);
delete[] buf;
}
}
}
SetInitialContents(Id, InitialContentData(TextureRes(m_GL->GetCtx(), tex), 0, NULL));
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, pub);
gl.glBindTexture(textype, prevtex);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, unpackParams[0]);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, unpackParams[1]);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, unpackParams[2]);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, unpackParams[3]);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, unpackParams[4]);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, unpackParams[5]);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, unpackParams[6]);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, unpackParams[7]);
}
}
else if(res.Namespace == eResVertexArray)
{
VertexArrayInitialData data[16];
@@ -173,7 +576,11 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
void GLResourceManager::Create_InitialState(ResourceId id, GLResource live, bool hasData)
{
if(live.Namespace != eResBuffer)
if(live.Namespace == eResTexture)
{
GLNOTIMP("Need to set initial clear state for textures without an initial state");
}
else if(live.Namespace != eResBuffer)
{
RDCUNIMPLEMENTED("Expect all initial states to be created & not skipped, presently");
}
@@ -181,31 +588,65 @@ void GLResourceManager::Create_InitialState(ResourceId id, GLResource live, bool
void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData initial)
{
if(live.Namespace == eResVertexArray)
const GLHookSet &gl = m_GL->m_Real;
if(live.Namespace == eResTexture)
{
ResourceId Id = GetID(live);
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLuint tex = initial.resource.name;
gl.glBindTexture(details.curType, tex);
int mips = 0;
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&mips);
else
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&mips);
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
gl.glCopyImageSubData(tex, details.curType, i, 0, 0, 0, live.name, details.curType, i, 0, 0, 0, w, h, d);
}
}
else if(live.Namespace == eResVertexArray)
{
GLuint VAO = 0;
m_GL->glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
m_GL->glBindVertexArray(live.name);
gl.glBindVertexArray(live.name);
VertexArrayInitialData *initialdata = (VertexArrayInitialData *)initial.blob;
for(GLuint i=0; i < 16; i++)
{
if(initialdata[i].enabled)
m_GL->glEnableVertexAttribArray(i);
gl.glEnableVertexAttribArray(i);
else
m_GL->glDisableVertexAttribArray(i);
gl.glDisableVertexAttribArray(i);
m_GL->glVertexAttribBinding(i, initialdata[i].vbslot);
gl.glVertexAttribBinding(i, initialdata[i].vbslot);
if(initialdata[i].integer == 0)
m_GL->glVertexAttribFormat(i, initialdata[i].size, initialdata[i].type, (GLboolean)initialdata[i].normalized, initialdata[i].offset);
gl.glVertexAttribFormat(i, initialdata[i].size, initialdata[i].type, (GLboolean)initialdata[i].normalized, initialdata[i].offset);
else
m_GL->glVertexAttribIFormat(i, initialdata[i].size, initialdata[i].type, initialdata[i].offset);
gl.glVertexAttribIFormat(i, initialdata[i].size, initialdata[i].type, initialdata[i].offset);
}
m_GL->glBindVertexArray(VAO);
gl.glBindVertexArray(VAO);
}
else
{