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@ -23,7 +23,29 @@ function upload_if_needed(gl, buffer_kind, serializer) { |
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serializer.gpu_upload_from = serializer.offset; |
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serializer.gpu_upload_from = serializer.offset; |
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} |
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} |
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} |
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} |
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function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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// TODO: only subupload what's needed
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const bpp = 2 * 4; |
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const data_size = serializer.offset; |
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const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here
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const rows = Math.ceil(data_pixels / texture_size); |
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const last_row = data_pixels % texture_size; |
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const whole_upload = (rows - 1) * texture_size * bpp; |
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// Upload whole rows
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if (rows > 1) { |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2)); |
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} |
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// Upload last row
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if (last_row > 0) { |
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const last_row_upload = last_row * bpp; |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2)); |
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} |
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} |
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/* |
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PLS FIX ME |
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function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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const bpp = 2 * 4; |
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const bpp = 2 * 4; |
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const data_size = serializer.offset - serializer.gpu_upload_from; |
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const data_size = serializer.offset - serializer.gpu_upload_from; |
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@ -66,6 +88,7 @@ function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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serializer.gpu_upload_from = serializer.offset; |
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serializer.gpu_upload_from = serializer.offset; |
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} |
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} |
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*/ |
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function draw_html(state) { |
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function draw_html(state) { |
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// HUD-like things. Player cursors, screens
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// HUD-like things. Player cursors, screens
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