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https://github.com/f4exb/sdrangel.git
synced 2024-11-22 08:04:49 -05:00
Optimise VAO usage
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parent
0a91c30038
commit
37622db678
@ -27,6 +27,9 @@
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GLShaderColors::GLShaderColors() :
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m_program(nullptr),
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m_vao(nullptr),
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m_verticesBuf(nullptr),
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m_colorBuf(nullptr),
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m_matrixLoc(0),
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m_alphaLoc(0)
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{ }
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@ -48,6 +51,10 @@ void GLShaderColors::initializeGL(int majorVersion, int minorVersion)
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_fragmentShaderSourceColored)) {
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qDebug() << "GLShaderColors::initializeGL: error in fragment shader: " << m_program->log();
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}
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m_vao = new QOpenGLVertexArrayObject();
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m_vao->create();
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m_vao->bind();
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}
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else
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{
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@ -69,6 +76,16 @@ void GLShaderColors::initializeGL(int majorVersion, int minorVersion)
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m_program->bind();
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m_matrixLoc = m_program->uniformLocation("uMatrix");
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m_alphaLoc = m_program->uniformLocation("uAlpha");
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if (m_vao)
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{
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m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_verticesBuf->create();
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m_colorBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
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m_colorBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
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m_colorBuf->create();
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m_vao->release();
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}
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m_program->release();
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}
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@ -106,27 +123,50 @@ void GLShaderColors::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
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f->glEnable(GL_BLEND);
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f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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f->glLineWidth(1.0f);
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f->glEnableVertexAttribArray(0); // vertex
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f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glEnableVertexAttribArray(1); // colors
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
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if (m_vao)
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{
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m_vao->bind();
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m_verticesBuf->bind();
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m_verticesBuf->allocate(vertices, nbVertices * 2 * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(0);
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m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
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m_colorBuf->bind();
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m_colorBuf->allocate(colors, nbVertices * 3 * sizeof(GL_FLOAT));
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m_program->enableAttributeArray(1);
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m_program->setAttributeBuffer(1, GL_FLOAT, 0, 3);
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}
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else
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{
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f->glEnableVertexAttribArray(0); // vertex
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f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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f->glEnableVertexAttribArray(1); // colors
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, colors);
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}
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f->glDrawArrays(mode, 0, nbVertices);
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f->glDisableVertexAttribArray(0);
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f->glDisableVertexAttribArray(1);
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if (m_vao)
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{
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m_vao->release();
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}
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else
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{
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f->glDisableVertexAttribArray(0);
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f->glDisableVertexAttribArray(1);
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}
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m_program->release();
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}
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void GLShaderColors::cleanup()
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{
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if (!QOpenGLContext::currentContext()) {
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return;
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}
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if (m_program)
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{
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delete m_program;
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m_program = nullptr;
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}
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delete m_program;
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m_program = nullptr;
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delete m_vao;
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m_vao = nullptr;
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delete m_verticesBuf;
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m_verticesBuf = nullptr;
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delete m_colorBuf;
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m_colorBuf = nullptr;
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}
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const QString GLShaderColors::m_vertexShaderSourceSimple2 = QString(
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@ -24,6 +24,8 @@
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#include <QString>
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#include <QOpenGLFunctions>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include "export.h"
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@ -49,6 +51,9 @@ private:
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void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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QOpenGLShaderProgram *m_program;
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QOpenGLVertexArrayObject *m_vao;
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QOpenGLBuffer *m_verticesBuf;
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QOpenGLBuffer *m_colorBuf;
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int m_matrixLoc;
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int m_alphaLoc;
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static const QString m_vertexShaderSourceSimple2;
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@ -169,9 +169,20 @@ void GLShaderSpectrogram::initGrid(int elements)
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m_vertexBuf->bind();
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m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
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// Create an array of indices into the vertex array that traces both horizontal and vertical lines
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if (m_vao)
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{
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m_programShaded->enableAttributeArray(m_coord2dLoc);
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m_programShaded->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
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m_programSimple->enableAttributeArray(m_coord2dLoc);
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m_programSimple->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
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m_vao->release();
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}
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std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
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int i = 0;
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int i;
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// Create an array of indices into the vertex array that traces both horizontal and vertical lines
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i = 0;
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for (int y = 0; y < e1; y++) {
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for (int x = 0; x < m_gridElements; x++) {
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@ -190,7 +201,7 @@ void GLShaderSpectrogram::initGrid(int elements)
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m_index0Buf->bind();
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m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
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// Create another array of indices that describes all the triangles needed to create a completely filled surface
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// Create an array of indices that describes all the triangles needed to create a completely filled surface
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i = 0;
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for (int y = 0; y < m_gridElements; y++) {
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@ -208,11 +219,7 @@ void GLShaderSpectrogram::initGrid(int elements)
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m_index1Buf->bind();
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m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
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if (m_vao)
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{
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m_vao->release();
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}
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else
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if (!m_vao)
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -438,28 +445,23 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
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}
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if (m_vao) {
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m_vao->bind();
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}
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f->glEnable(GL_DEPTH_TEST);
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f->glPolygonOffset(1, 0);
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f->glEnable(GL_POLYGON_OFFSET_FILL);
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m_vertexBuf->bind();
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if (m_vao)
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{
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program->enableAttributeArray(m_coord2dLoc);
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program->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
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m_vao->bind();
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}
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else
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{
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m_vertexBuf->bind();
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f->glEnableVertexAttribArray(m_coord2dLoc);
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f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
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}
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m_index1Buf->bind();
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switch (style)
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{
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case SpectrumSettings::Points:
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@ -486,21 +488,14 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
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f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
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}
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if (m_vao) {
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program->disableAttributeArray(m_coord2dLoc);
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} else {
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f->glDisableVertexAttribArray(m_coord2dLoc);
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}
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if (m_vao)
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{
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m_vao->release();
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m_vertexBuf->release();
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m_index0Buf->release();
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m_index1Buf->release();
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}
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else
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{
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f->glDisableVertexAttribArray(m_coord2dLoc);
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// Need to do this, otherwise nothing else is drawn by other shaders
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f->glBindBuffer(GL_ARRAY_BUFFER, 0);
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f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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