rust/lib-hedgewars-engine/src/render/gl.rs
author Wuzzy <Wuzzy2@mail.ru>
Tue, 09 Apr 2019 00:45:14 +0200
changeset 14783 bbec6b28d072
parent 14724 abc6aaf481c4
child 15290 6382a14c9e83
permissions -rw-r--r--
Fix bugs when entering speech bubble commands during hog placement phase
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use integral_geometry::Rect;
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use std::{ffi, ffi::CString, mem, ptr, slice};
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#[derive(Default)]
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pub struct PipelineState {
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    blending: bool,
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}
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impl PipelineState {
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    pub fn new() -> Self {
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        Self::default()
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    }
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    pub fn with_blend(mut self) -> Self {
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        unsafe {
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            gl::Enable(gl::BLEND);
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            gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
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        }
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        self.blending = true;
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        self
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    }
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}
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impl Drop for PipelineState {
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    fn drop(&mut self) {
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        if self.blending {
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            unsafe { gl::Disable(gl::BLEND) }
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        }
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    }
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}
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#[derive(Debug)]
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pub struct Texture2D {
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    pub handle: u32,
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}
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impl Drop for Texture2D {
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    fn drop(&mut self) {
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        if self.handle != 0 {
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            unsafe {
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                gl::DeleteTextures(1, &self.handle);
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            }
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        }
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    }
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}
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impl Texture2D {
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    pub fn with_data(
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        data: &[u8],
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        data_stride: u32,
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        width: u32,
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        height: u32,
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        internal_format: u32,
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        format: u32,
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        ty: u32,
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        filter: u32,
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    ) -> Self {
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        let mut handle = 0;
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        unsafe {
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            gl::GenTextures(1, &mut handle);
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            gl::BindTexture(gl::TEXTURE_2D, handle);
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            gl::PixelStorei(gl::UNPACK_ROW_LENGTH, data_stride as i32);
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            gl::TexImage2D(
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                gl::TEXTURE_2D,
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                0,
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                internal_format as i32,
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                width as i32,
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                height as i32,
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                0,
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                format as u32,
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                ty,
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                data.as_ptr() as *const _,
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            );
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            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, filter as i32);
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            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, filter as i32);
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        }
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        Texture2D { handle }
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    }
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    pub fn update(&self, region: Rect, data: &[u8], data_stride: u32, format: u32, ty: u32) {
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        unsafe {
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            gl::BindTexture(gl::TEXTURE_2D, self.handle);
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            gl::PixelStorei(gl::UNPACK_ROW_LENGTH, data_stride as i32);
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            gl::TexSubImage2D(
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                gl::TEXTURE_2D,
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                0,             // texture level
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                region.left(), // texture region
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                region.top(),
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                region.width() as i32 - 1,
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                region.height() as i32 - 1,
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                format,                    // data format
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                ty,                        // data type
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                data.as_ptr() as *const _, // data ptr
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            );
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        }
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    }
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}
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#[derive(Debug)]
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pub struct Buffer {
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    pub handle: u32,
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    pub ty: u32,
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    pub usage: u32,
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}
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impl Buffer {
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    pub fn empty(
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        ty: u32,
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        usage: u32,
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        //size: isize
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    ) -> Buffer {
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        let mut buffer = 0;
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        unsafe {
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            gl::GenBuffers(1, &mut buffer);
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            gl::BindBuffer(ty, buffer);
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            //gl::BufferData(ty, size, ptr::null_mut(), usage);
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        }
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        Buffer {
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            handle: buffer,
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            ty,
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            usage,
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        }
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    }
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    fn with_data(ty: u32, usage: u32, data: &[u8]) -> Buffer {
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        let mut buffer = 0;
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        unsafe {
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            gl::GenBuffers(1, &mut buffer);
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            gl::BindBuffer(ty, buffer);
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            gl::BufferData(ty, data.len() as isize, data.as_ptr() as _, usage);
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        }
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        Buffer {
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            handle: buffer,
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            ty,
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            usage,
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        }
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    }
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    pub fn ty(&self) -> u32 {
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        self.ty
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    }
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    pub fn handle(&self) -> u32 {
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        self.handle
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    }
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    pub fn write_typed<T>(&self, data: &[T]) {
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        unsafe {
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            let data =
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                slice::from_raw_parts(data.as_ptr() as *const u8, data.len() * mem::size_of::<T>());
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            gl::BindBuffer(self.ty, self.handle);
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            gl::BufferData(
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                self.ty,
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                data.len() as isize,
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                data.as_ptr() as *const _ as *const _,
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                self.usage,
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            );
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        }
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    }
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    pub fn write(&self, data: &[u8]) {
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        unsafe {
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            gl::BindBuffer(self.ty, self.handle);
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            gl::BufferData(
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                self.ty,
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                data.len() as isize,
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                data.as_ptr() as *const _ as *const _,
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                self.usage,
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            );
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        }
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    }
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}
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impl Drop for Buffer {
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    fn drop(&mut self) {
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        unsafe {
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            gl::DeleteBuffers(1, &self.handle);
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        }
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    }
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}
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#[derive(Debug)]
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pub enum VariableBinding<'a> {
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    Attribute(&'a str, u32),
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    Uniform(&'a str, u32),
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    UniformBlock(&'a str, u32),
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    Sampler(&'a str, u32),
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}
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#[derive(Debug)]
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pub struct Shader {
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    pub program: u32,
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}
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impl Drop for Shader {
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    fn drop(&mut self) {
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        unsafe {
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            gl::DeleteProgram(self.program);
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        }
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    }
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}
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impl Shader {
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    pub fn new<'a>(
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        vs: &str,
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        ps: Option<&str>,
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        bindings: &[VariableBinding<'a>],
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    ) -> Result<Self, String> {
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        unsafe fn compile_shader(ty: u32, shdr: &str) -> Result<u32, String> {
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            let shader = gl::CreateShader(ty);
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            let len = shdr.len() as i32;
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            let shdr = shdr.as_ptr() as *const i8;
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            gl::ShaderSource(shader, 1, &shdr, &len);
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            gl::CompileShader(shader);
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            let mut success = 0i32;
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            gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success as _);
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            if success == gl::FALSE as i32 {
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                let mut log_size = 0i32;
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                gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut log_size as _);
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                let mut log = vec![0u8; log_size as usize];
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                gl::GetShaderInfoLog(shader, log_size, ptr::null_mut(), log.as_mut_ptr() as _);
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                gl::DeleteShader(shader);
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                Err(String::from_utf8_unchecked(log))
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            } else {
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                Ok(shader)
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            }
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        }
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        let vs = unsafe { compile_shader(gl::VERTEX_SHADER, vs)? };
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        let ps = if let Some(ps) = ps {
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            Some(unsafe { compile_shader(gl::FRAGMENT_SHADER, ps)? })
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        } else {
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            None
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        };
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        unsafe {
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            let program = gl::CreateProgram();
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            gl::AttachShader(program, vs);
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            if let Some(ps) = ps {
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                gl::AttachShader(program, ps);
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            }
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            for bind in bindings {
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                match bind {
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                    &VariableBinding::Attribute(ref name, id) => {
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                        let c_str = CString::new(name.as_bytes()).unwrap();
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                        gl::BindAttribLocation(
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                            program,
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                            id,
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                            c_str.to_bytes_with_nul().as_ptr() as *const _,
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                        );
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                    }
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                    _ => {}
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                }
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            }
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            gl::LinkProgram(program);
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            let mut success = 0i32;
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            gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
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            if success == gl::FALSE as i32 {
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                let mut log_size = 0i32;
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                gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut log_size as _);
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                let mut log = vec![0u8; log_size as usize];
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                gl::GetProgramInfoLog(program, log_size, ptr::null_mut(), log.as_mut_ptr() as _);
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                gl::DeleteProgram(program);
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                return Err(String::from_utf8_unchecked(log));
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            }
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            //gl::DetachShader(program, vs);
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            if let Some(ps) = ps {
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                //gl::DetachShader(program, ps);
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            }
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            gl::UseProgram(program);
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            // after linking we setup sampler bindings as specified in the shader
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            for bind in bindings {
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                match bind {
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                    VariableBinding::Uniform(name, id) => {
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                        let c_str = CString::new(name.as_bytes()).unwrap();
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                        let index = gl::GetUniformLocation(
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                            program,
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                            c_str.to_bytes_with_nul().as_ptr() as *const _,
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                        );
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                        // TODO: impl for block?
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                    }
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                    VariableBinding::UniformBlock(name, id) => {
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                        let c_str = CString::new(name.as_bytes()).unwrap();
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                        let index = gl::GetUniformBlockIndex(
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                            program,
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                            c_str.to_bytes_with_nul().as_ptr() as *const _,
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                        );
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                        gl::UniformBlockBinding(program, index, *id);
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                    }
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                    VariableBinding::Sampler(name, id) => {
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                        let c_str = CString::new(name.as_bytes()).unwrap();
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                        let index = gl::GetUniformLocation(
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                            program,
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                            c_str.to_bytes_with_nul().as_ptr() as *const _,
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                        );
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                        gl::Uniform1i(index, *id as i32);
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                    }
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                    _ => {}
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                }
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            }
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            Ok(Shader { program })
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        }
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    }
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    pub fn bind(&self) {
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        unsafe {
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            gl::UseProgram(self.program);
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        }
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    }
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    pub fn set_matrix(&self, name: &str, matrix: *const f32) {
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        unsafe {
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            let c_str = CString::new(name).unwrap();
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            let index = gl::GetUniformLocation(
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                self.program,
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                c_str.to_bytes_with_nul().as_ptr() as *const _,
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            );
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            gl::UniformMatrix4fv(index, 1, gl::FALSE, matrix);
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        }
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    }
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    pub fn bind_texture_2d(&self, index: u32, texture: &Texture2D) {
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        self.bind();
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        unsafe {
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            gl::ActiveTexture(gl::TEXTURE0 + index);
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            gl::BindTexture(gl::TEXTURE_2D, texture.handle);
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        }
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    }
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}
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pub enum InputFormat {
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    Float(u32, bool),
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    Integer(u32),
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}
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pub struct InputElement {
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    pub shader_slot: u32,
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    pub buffer_slot: u32,
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    pub format: InputFormat,
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    pub components: u32,
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    pub stride: u32,
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    pub offset: u32,
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}
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// TODO:
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pub struct InputLayout {
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    pub elements: Vec<InputElement>,
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}
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   380
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pub struct LayoutGuard {
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    vao: u32,
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}
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   384
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impl Drop for LayoutGuard {
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    fn drop(&mut self) {
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        unsafe {
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            gl::DeleteVertexArrays(1, [self.vao].as_ptr());
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            gl::BindVertexArray(0);
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        }
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    }
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}
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   393
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impl InputLayout {
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    pub fn new(elements: Vec<InputElement>) -> Self {
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        InputLayout { elements }
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    }
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   398
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    pub fn bind(
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        &mut self,
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        buffers: &[(u32, &Buffer)],
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        index_buffer: Option<&Buffer>,
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   403
    ) -> LayoutGuard {
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   404
        let mut vao = 0;
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   405
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        unsafe {
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            gl::GenVertexArrays(1, &mut vao);
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            gl::BindVertexArray(vao);
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   409
        }
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        for &(slot, ref buffer) in buffers {
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            unsafe {
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                gl::BindBuffer(buffer.ty(), buffer.handle());
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            }
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   415
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            for attr in self.elements.iter().filter(|a| a.buffer_slot == slot) {
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   417
                unsafe {
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   418
                    gl::EnableVertexAttribArray(attr.shader_slot);
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                    match attr.format {
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                        InputFormat::Float(fmt, normalized) => {
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                            gl::VertexAttribPointer(
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                                attr.shader_slot,
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                                attr.components as i32,
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                                fmt,
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                                if normalized { gl::TRUE } else { gl::FALSE },
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                                attr.stride as i32,
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                                attr.offset as *const _,
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                            );
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                        }
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   430
                        InputFormat::Integer(fmt) => {
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   431
                            gl::VertexAttribIPointer(
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                                attr.shader_slot,
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   433
                                attr.components as i32,
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                                fmt,
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                                attr.stride as i32,
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                                attr.offset as *const _,
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   437
                            );
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   438
                        }
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   439
                    }
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   440
                }
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   441
            }
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   442
        }
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   443
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        if let Some(buf) = index_buffer {
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   445
            unsafe {
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   446
                gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, buf.handle());
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   447
            }
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   448
        }
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   449
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   450
        LayoutGuard { vao }
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    }
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}