Added ResourceListenerWrapper
This class wraps the call to Resource::AddResourceListener/RemoveResourceListener using RAII and help a lot with some of the dependencies. Thanks to this, the render queues now handle their resources listening properly. Former-commit-id: 7f215ffa4ccadcc4f44f777656970e92ce01087a
This commit is contained in:
@@ -66,10 +66,38 @@ namespace
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bool samplerUpdated = false;
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};
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using VAO_Key = std::tuple<const NzIndexBuffer*, const NzVertexBuffer*, const NzVertexDeclaration*, const NzVertexDeclaration*>;
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using VAO_Map = std::map<VAO_Key, GLuint>;
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struct VAO_Entry
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{
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VAO_Entry(NzResourceListener* listener, int indexBufferIndex, int vertexBufferIndex, int vertexDeclarationIndex, int instancingDeclarationIndex) :
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indexBufferListener(listener, indexBufferIndex),
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vertexBufferListener(listener, vertexBufferIndex),
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instancingDeclarationListener(listener, instancingDeclarationIndex),
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vertexDeclarationListener(listener, vertexDeclarationIndex)
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{
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}
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using Context_Map = std::unordered_map<const NzContext*, VAO_Map>;
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GLuint vao;
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NzIndexBufferConstListener indexBufferListener;
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NzVertexBufferConstListener vertexBufferListener;
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NzVertexDeclarationConstListener instancingDeclarationListener;
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NzVertexDeclarationConstListener vertexDeclarationListener;
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};
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using VAO_Key = std::tuple<const NzIndexBuffer*, const NzVertexBuffer*, const NzVertexDeclaration*, const NzVertexDeclaration*>;
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using VAO_Map = std::map<VAO_Key, VAO_Entry>;
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struct Context_Entry
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{
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Context_Entry(NzResourceListener* listener, int index) :
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contextListener(listener, index)
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{
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}
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NzContextConstListener contextListener;
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VAO_Map vaoMap;
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};
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using Context_Map = std::unordered_map<const NzContext*, Context_Entry>;
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Context_Map s_vaos;
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std::vector<unsigned int> s_dirtyTextureUnits;
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@@ -116,7 +144,7 @@ namespace
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for (auto& pair : s_vaos)
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{
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const NzContext* context = pair.first;
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VAO_Map& vaos = pair.second;
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VAO_Map& vaos = pair.second.vaoMap;
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auto it = vaos.begin();
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while (it != vaos.end())
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@@ -131,7 +159,7 @@ namespace
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// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
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// Ceci est géré par la méthode OpenGL::DeleteVertexArray
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NzOpenGL::DeleteVertexArray(context, it->second);
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NzOpenGL::DeleteVertexArray(context, it->second.vao);
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vaos.erase(it++);
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}
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else
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@@ -147,7 +175,7 @@ namespace
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for (auto& pair : s_vaos)
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{
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const NzContext* context = pair.first;
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VAO_Map& vaos = pair.second;
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VAO_Map& vaos = pair.second.vaoMap;
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auto it = vaos.begin();
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while (it != vaos.end())
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@@ -162,7 +190,7 @@ namespace
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// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
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// Ceci est géré par la méthode OpenGL::DeleteVertexArray
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NzOpenGL::DeleteVertexArray(context, it->second);
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NzOpenGL::DeleteVertexArray(context, it->second.vao);
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vaos.erase(it++);
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}
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else
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@@ -178,7 +206,7 @@ namespace
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for (auto& pair : s_vaos)
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{
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const NzContext* context = pair.first;
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VAO_Map& vaos = pair.second;
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VAO_Map& vaos = pair.second.vaoMap;
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auto it = vaos.begin();
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while (it != vaos.end())
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@@ -194,7 +222,7 @@ namespace
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// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
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// Ceci est géré par la méthode OpenGL::DeleteVertexArray
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NzOpenGL::DeleteVertexArray(context, it->second);
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NzOpenGL::DeleteVertexArray(context, it->second.vao);
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vaos.erase(it++);
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}
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else
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@@ -1533,28 +1561,14 @@ void NzRenderer::Uninitialize()
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for (auto& pair : s_vaos)
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{
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const NzContext* context = pair.first;
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const Context_Entry& contextEntry = pair.second;
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for (auto& pair2 : pair.second)
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for (auto& pair2 : contextEntry.vaoMap)
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{
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const VAO_Key& key = pair2.first;
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const NzIndexBuffer* indexBuffer = std::get<0>(key);
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const NzVertexBuffer* vertexBuffer = std::get<1>(key);
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const NzVertexDeclaration* vertexDeclaration = std::get<2>(key);
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const NzVertexDeclaration* instancingDeclaration = std::get<3>(key);
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if (indexBuffer)
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indexBuffer->RemoveResourceListener(&s_listener);
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vertexBuffer->RemoveResourceListener(&s_listener);
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vertexDeclaration->RemoveResourceListener(&s_listener);
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if (instancingDeclaration)
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instancingDeclaration->RemoveResourceListener(&s_listener);
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NzOpenGL::DeleteVertexArray(context, pair2.second);
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const VAO_Entry& entry = pair2.second;
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NzOpenGL::DeleteVertexArray(context, entry.vao);
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}
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}
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s_vaos.clear();
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NzOpenGL::Uninitialize();
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@@ -1719,16 +1733,16 @@ bool NzRenderer::EnsureStateUpdate()
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// Note: Les VAOs ne sont pas partagés entre les contextes, nous avons donc un tableau de VAOs par contexte
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const NzContext* context = NzContext::GetCurrent();
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VAO_Map* vaos;
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auto it = s_vaos.find(context);
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if (it == s_vaos.end())
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{
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context->AddResourceListener(&s_listener, ResourceType_Context);
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auto pair = s_vaos.insert(std::make_pair(context, Context_Map::mapped_type()));
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vaos = &pair.first->second;
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Context_Entry entry(&s_listener, ResourceType_Context);
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entry.contextListener = context;
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it = s_vaos.insert(std::make_pair(context, std::move(entry))).first;
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}
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else
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vaos = &it->second;
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VAO_Map& vaoMap = it->second.vaoMap;
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// Notre clé est composée de ce qui définit un VAO
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const NzVertexDeclaration* vertexDeclaration = s_vertexBuffer->GetVertexDeclaration();
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@@ -1736,23 +1750,22 @@ bool NzRenderer::EnsureStateUpdate()
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VAO_Key key(s_indexBuffer, s_vertexBuffer, vertexDeclaration, instancingDeclaration);
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// On recherche un VAO existant avec notre configuration
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vaoIt = vaos->find(key);
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if (vaoIt == vaos->end())
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vaoIt = vaoMap.find(key);
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if (vaoIt == vaoMap.end())
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{
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// On créé notre VAO
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glGenVertexArrays(1, &s_currentVAO);
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glBindVertexArray(s_currentVAO);
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// On l'ajoute à notre liste
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vaoIt = vaos->insert(std::make_pair(key, s_currentVAO)).first;
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if (s_indexBuffer)
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s_indexBuffer->AddResourceListener(&s_listener, ResourceType_IndexBuffer);
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VAO_Entry entry(&s_listener, ResourceType_IndexBuffer, ResourceType_VertexBuffer, ResourceType_VertexDeclaration, ResourceType_VertexDeclaration);
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entry.indexBufferListener = std::get<0>(key);
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entry.instancingDeclarationListener = std::get<3>(key);
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entry.vertexBufferListener = std::get<1>(key);
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entry.vertexDeclarationListener = std::get<2>(key);
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entry.vao = s_currentVAO;
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s_vertexBuffer->AddResourceListener(&s_listener, ResourceType_VertexBuffer);
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vertexDeclaration->AddResourceListener(&s_listener, ResourceType_VertexDeclaration);
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if (instancingDeclaration)
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instancingDeclaration->AddResourceListener(&s_listener, ResourceType_VertexDeclaration);
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vaoIt = vaoMap.insert(std::make_pair(key, std::move(entry))).first;
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// Et on indique qu'on veut le programmer
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update = true;
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@@ -1760,7 +1773,7 @@ bool NzRenderer::EnsureStateUpdate()
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else
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{
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// Notre VAO existe déjà, il est donc inutile de le reprogrammer
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s_currentVAO = vaoIt->second;
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s_currentVAO = vaoIt->second.vao;
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update = false;
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}
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@@ -1911,8 +1924,8 @@ bool NzRenderer::EnsureStateUpdate()
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if (updateFailed)
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{
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// La création de notre VAO a échoué, libérons-le et marquons-le comme problématique
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glDeleteVertexArrays(1, &vaoIt->second);
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vaoIt->second = 0;
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glDeleteVertexArrays(1, &vaoIt->second.vao);
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vaoIt->second.vao = 0;
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s_currentVAO = 0;
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}
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else
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