Use NO_OVERWRITE on uniform buffers after the initial WRITE_DISCARD + SetBufferData cleanup
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9b8dfd8207
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917896e5f4
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@ -440,6 +440,7 @@ typedef struct D3D11UniformBuffer
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{
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D3D11Buffer *d3d11Buffer;
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uint32_t offset;
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uint8_t hasDiscarded;
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} D3D11UniformBuffer;
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typedef struct D3D11Fence
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@ -1795,65 +1796,6 @@ static void D3D11_CopyTextureToBuffer(
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/* Buffer Data */
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static void D3D11_INTERNAL_SetBufferData(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer,
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D3D11Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength,
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uint8_t isUniformBuffer
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) {
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D3D11_BOX dstBox;
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D3D11_MAPPED_SUBRESOURCE subres;
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HRESULT res;
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if (isUniformBuffer)
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{
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res = ID3D11DeviceContext_Map(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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D3D11_MAP_WRITE_DISCARD, /* FIXME: Use NoOverwrite for subsequent writes! */
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0,
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&subres
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);
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ERROR_CHECK_RETURN("Could not map buffer for writing!", );
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SDL_memcpy(
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(uint8_t*) subres.pData + offsetInBytes,
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data,
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dataLength
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);
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ID3D11DeviceContext_Unmap(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0
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);
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}
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else
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{
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dstBox.left = offsetInBytes;
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dstBox.right = offsetInBytes + dataLength;
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dstBox.top = 0;
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dstBox.bottom = 1;
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dstBox.front = 0;
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dstBox.back = 1;
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ID3D11DeviceContext1_UpdateSubresource1(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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&dstBox,
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data,
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dataLength,
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1,
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dataLength == buffer->size ? D3D11_COPY_DISCARD : 0
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);
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}
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}
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static void D3D11_SetBufferData(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -1862,14 +1804,19 @@ static void D3D11_SetBufferData(
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void* data,
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uint32_t dataLength
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) {
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D3D11_INTERNAL_SetBufferData(
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(D3D11Renderer*) driverData,
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(D3D11CommandBuffer*) commandBuffer,
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(D3D11Buffer*) buffer,
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offsetInBytes,
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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D3D11_BOX dstBox = { offsetInBytes, 0, 0, offsetInBytes + dataLength, 1, 1 };
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ID3D11DeviceContext1_UpdateSubresource1(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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0,
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&dstBox,
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data,
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dataLength,
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0
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1,
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dataLength == d3d11Buffer->size ? D3D11_COPY_DISCARD : 0
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);
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}
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@ -1975,6 +1922,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
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uniformBuffer->offset = 0;
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uniformBuffer->hasDiscarded = 0;
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uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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uniformBuffer->d3d11Buffer->handle = bufferHandle;
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uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
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@ -2024,6 +1972,7 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
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SDL_UnlockMutex(renderer->uniformBufferLock);
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/* Reset the uniform buffer */
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uniformBuffer->hasDiscarded = 0;
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uniformBuffer->offset = 0;
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/* Bind the uniform buffer to the command buffer */
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@ -2043,6 +1992,40 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
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return 1;
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}
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static void D3D11_INTERNAL_SetUniformBufferData(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer,
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D3D11UniformBuffer *uniformBuffer,
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void* data,
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uint32_t dataLength
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) {
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D3D11_MAPPED_SUBRESOURCE subres;
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HRESULT res = ID3D11DeviceContext_Map(
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commandBuffer->context,
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(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
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0,
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uniformBuffer->hasDiscarded ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD,
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0,
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&subres
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);
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ERROR_CHECK_RETURN("Could not map buffer for writing!", );
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SDL_memcpy(
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(uint8_t*) subres.pData + uniformBuffer->offset,
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data,
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dataLength
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);
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ID3D11DeviceContext_Unmap(
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commandBuffer->context,
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(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
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0
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);
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uniformBuffer->hasDiscarded = 1;
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}
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static uint32_t D3D11_PushVertexShaderUniforms(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -2067,14 +2050,12 @@ static uint32_t D3D11_PushVertexShaderUniforms(
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offset = d3d11CommandBuffer->vertexUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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D3D11_INTERNAL_SetUniformBufferData(
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renderer,
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d3d11CommandBuffer,
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d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer,
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d3d11CommandBuffer->vertexUniformBuffer->offset,
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d3d11CommandBuffer->vertexUniformBuffer,
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data,
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dataLengthInBytes,
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1
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dataLengthInBytes
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);
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d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
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@ -2106,14 +2087,12 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
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offset = d3d11CommandBuffer->fragmentUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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D3D11_INTERNAL_SetUniformBufferData(
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renderer,
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d3d11CommandBuffer,
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d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer,
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d3d11CommandBuffer->fragmentUniformBuffer->offset,
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d3d11CommandBuffer->fragmentUniformBuffer,
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data,
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dataLengthInBytes,
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1
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dataLengthInBytes
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);
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d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
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@ -2145,14 +2124,12 @@ static uint32_t D3D11_PushComputeShaderUniforms(
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offset = d3d11CommandBuffer->computeUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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D3D11_INTERNAL_SetUniformBufferData(
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renderer,
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d3d11CommandBuffer,
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d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer,
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d3d11CommandBuffer->computeUniformBuffer->offset,
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d3d11CommandBuffer->computeUniformBuffer,
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data,
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dataLengthInBytes,
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1
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dataLengthInBytes
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);
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d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */
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