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https://github.com/scratchfoundation/bgfx.git
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Updated drawstress example.
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329be757a9
commit
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1 changed files with 134 additions and 100 deletions
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@ -21,6 +21,10 @@
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// embedded font
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#include "droidsans.ttf.h"
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#if BX_PLATFORM_EMSCRIPTEN
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# include <emscripten.h>
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#endif // BX_PLATFORM_EMSCRIPTEN
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struct PosColorVertex
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{
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float m_x;
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@ -59,79 +63,11 @@ static const uint16_t s_cubeIndices[36] =
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6, 3, 7,
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};
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_NONE;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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s_PosColorDecl.begin();
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s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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s_PosColorDecl.end();
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const bgfx::Memory* vs_drawstress;
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const bgfx::Memory* fs_drawstress;
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switch (bgfx::getRendererType() )
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{
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case bgfx::RendererType::Direct3D9:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
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break;
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case bgfx::RendererType::Direct3D11:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
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break;
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default:
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vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
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break;
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}
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
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// Create program from shaders.
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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// We can destroy vertex and fragment shader here since
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// their reference is kept inside bgfx after calling createProgram.
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// Vertex and fragment shader will be destroyed once program is
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// destroyed.
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
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bool autoAdjust = true;
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int32_t scrollArea = 0;
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int32_t dim = 16;
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@ -145,7 +81,21 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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int64_t deltaTimeAvgNs = 0;
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int64_t numFrames = 0;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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#if BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
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static const int64_t highwm = 1000000/35;
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static const int64_t lowwm = 1000000/27;
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#else
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static const int64_t highwm = 1000000/65;
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static const int64_t lowwm = 1000000/57;
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#endif // BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
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bgfx::ProgramHandle program;
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bgfx::VertexBufferHandle vbh;
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bgfx::IndexBufferHandle ibh;
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bool mainloop()
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{
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if (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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@ -163,13 +113,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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if (autoAdjust)
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{
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if (deltaTimeAvgNs < 1000000/65)
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if (deltaTimeAvgNs < highwm)
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{
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dim = bx::uint32_min(dim + 2, 40);
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}
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else if (deltaTimeAvgNs > 1000000/57)
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else if (deltaTimeAvgNs > lowwm)
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{
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dim = bx::uint32_max(dim - 1, 5);
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dim = bx::uint32_max(dim - 1, 2);
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}
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}
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@ -285,8 +235,92 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return false;
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}
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return true;
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}
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void loop()
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{
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mainloop();
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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s_PosColorDecl.begin();
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s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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s_PosColorDecl.end();
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const bgfx::Memory* vs_drawstress;
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const bgfx::Memory* fs_drawstress;
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switch (bgfx::getRendererType() )
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{
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case bgfx::RendererType::Direct3D9:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
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break;
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case bgfx::RendererType::Direct3D11:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
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break;
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default:
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vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
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break;
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}
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
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// Create program from shaders.
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program = bgfx::createProgram(vsh, fsh);
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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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ibh = bgfx::createIndexBuffer(mem);
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// We can destroy vertex and fragment shader here since
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// their reference is kept inside bgfx after calling createProgram.
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// Vertex and fragment shader will be destroyed once program is
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// destroyed.
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
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#if BX_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(&loop, -1, 1);
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#else
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while (!mainloop() );
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#endif // BX_PLATFORM_EMSCRIPTEN
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// Cleanup.
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imguiDestroy();
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bgfx::destroyIndexBuffer(ibh);
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