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https://github.com/scratchfoundation/bgfx.git
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1e604e8f38
BREAKING: bgfx::getHMD() now returns a valid pointer if the VR runtime was initialized. This is different from existing behavior where getHMD returned NULL until a bgfx::reset(... BGFX_RESET_HMD) was issued. Applications must now check HMD::flags for the current state of the VR runtime. The following code has the code change required: `const bgfx::HMD* hmd = bgfx::getHMD() if (NULL != hmd)` becomes: `const bgfx::HMD* hmd = bgfx::getHMD() if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDRERING)) { // rendering logic }` See the updated examples for details. This allows applications to create the appropriately sized back buffer for the HMD device by using the new device resolution fields HMD::deviceHeight and HMD::deviceWidth. These values report the pixel resolution of the attached HMD hardware. This also allows applications to query the reported HMD resolution immediately after bgfx::init. This prevents the device from being cycled which generates rendring artifacts on startup - namely flashing back to a black screen and reseting the Health+Warning disaply. This involves initialization the ovrHmd device on initialization, but deferring rendering until postReset has been called. This adds an addiional memory overhead of 32k to builds defining BGFX_CONFIG_USE_OVR. The overhead for current builds is ~1.9MB for calls to ovr_Initialize, so the additional overhead is pretty trivial (+1.8%)
226 lines
5.7 KiB
C++
226 lines
5.7 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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static PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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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_VSYNC;
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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|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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// Create vertex stream declaration.
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PosColorVertex::init();
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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, PosColorVertex::ms_decl);
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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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// Create program from shaders.
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bgfx::ProgramHandle program = loadProgram("vs_instancing", "fs_instancing");
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::processEvents(width, height, debug, reset) )
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::submit(0);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Geometry instancing.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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// Check if instancing is supported.
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if (0 == (BGFX_CAPS_INSTANCING & caps->supported) )
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{
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// When instancing is not supported by GPU, implement alternative
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// code path that doesn't use instancing.
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Instancing is not supported by GPU. ");
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}
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else
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{
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING))
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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}
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const uint16_t instanceStride = 80;
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const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
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if (NULL != idb)
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{
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uint8_t* data = idb->data;
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// Write instance data for 11x11 cubes.
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for (uint32_t yy = 0, numInstances = 0; yy < 11 && numInstances < idb->num; ++yy)
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{
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for (uint32_t xx = 0; xx < 11 && numInstances < idb->num; ++xx, ++numInstances)
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{
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float* mtx = (float*)data;
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bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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float* color = (float*)&data[64];
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color[0] = sinf(time+float(xx)/11.0f)*0.5f+0.5f;
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color[1] = cosf(time+float(yy)/11.0f)*0.5f+0.5f;
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color[2] = sinf(time*3.0f)*0.5f+0.5f;
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color[3] = 1.0f;
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data += instanceStride;
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}
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}
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// Set vertex and fragment shaders.
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bgfx::setProgram(program);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(idb);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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}
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}
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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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}
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// Cleanup.
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(program);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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