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tuxalin
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-compile fixes for example in release
-updated readme
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.appveyor.yml

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- msvc
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skip_tags: true
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image: Visual Studio 2017
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configuration: Release
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configuration: release
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platform: x64
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build:
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project: example\ThreadedRenderingGL\ThreadedRenderingGL.vcxproj

.gitignore

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example/ThreadedRenderingGL/bin/vs2015x64/ThreadedRenderingGLD.exe
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example/ThreadedRenderingGL/bin/vs2015x86/
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example/GraphicsSamples/extensions/externals/lib/vs2015x86/
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example/ThreadedRenderingGL/bin/vs2015x64/
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example/GraphicsSamples/extensions/externals/lib/vs2015x64/freetype.lib
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example/GraphicsSamples/extensions/externals/lib/vs2015x64/

Readme.md

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@@ -110,8 +110,7 @@ NOTE. Since matrices is a POD you can use data copy commands which will automati
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## Example
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Check the [example](example/) folder which shows how to use the CommandBuffers in a real use case, it was done by adapdting NVIDIA's Gameworks GL Threading example.
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It shows more advanced usage of how to create and use reference/shared commands, commands recording, pod hints, creating a material binder, prioritize custom commands, dispatch and have multiple command buffers for a deferred renderer.
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Check the [example](example/) folder which shows how to use the CommandBuffer in a real use case scenario and more advanced usage, it was done by adapting NVIDIA's Gameworks GL Threading example to a deferred renderer.
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## Contributing
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cmds/GLCommands.h

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GLenum target;
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GLuint fbo;
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CB_COMMAND_PACKET_ALIGN()
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};
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struct UnbindFramebuffer

example/Readme.md

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## License
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The code is available under a custom license as it based on [NVIDIA's Gameworks Samples](https://github.com/NVIDIAGameWorks/GraphicsSamples), see license.txt.
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Code that is not part of the Gameworks example is avaiable under the MIT license.
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Code that is not part of the Gameworks example is available under the MIT license.

example/ThreadedRenderingGL/Commands.h

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#include "NV/NvPlatformGL.h"
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#include "CommandPacket.h"
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#include "RenderContext.h"
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class ThreadedRenderingGL;
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Nv::NvSharedVBOGL* vbo;
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const void* data;
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size_t size;
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};
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};
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struct ClearRenderTarget
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{
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static const cb::RenderContext::function_t kDispatchFunction;
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int bufferCount;
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CB_COMMAND_PACKET_ALIGN()
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};
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} // namespace cmd

example/ThreadedRenderingGL/ThreadedRenderingGL.h

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@@ -396,8 +396,8 @@ class ThreadedRenderingGL : public NvSampleAppGL
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LightingUBO m_lightsUBO_Data[MAX_LIGHTS_COUNT];
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std::vector<int> m_lightsSchoolIndex;
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GLuint m_lightsUBO_Id[MAX_LIGHTS_COUNT];
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std::vector<int> m_lightsSchoolIndex;
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GLuint m_lightsUBO_Id[MAX_LIGHTS_COUNT];
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// define the volume that the fish will remain within
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static nv::vec3f ms_tankMin;
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glDisable(GL_STENCIL_TEST);
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glDepthMask(GL_FALSE);
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}
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CB_COMMAND_PACKET_ALIGN()
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};
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struct BeginPointLightPassCommand
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glBlendFunc(GL_ONE, GL_ONE);
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glEnable(GL_STENCIL_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glStencilMask(0xFF);
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glClearStencil(0);
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
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}
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CB_COMMAND_PACKET_ALIGN()
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};
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struct DrawDirectionalLightCommand
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};
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#endif // ThreadedRenderingGL_H_
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example/ThreadedRenderingGL/ThreadedRenderingGL.vcxproj

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</ClCompile>
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<Link>
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<AdditionalOptions>/DEBUG /MACHINE:x64 /LARGEADDRESSAWARE /NOLOGO /OPT:REF /OPT:ICF /INCREMENTAL:NO</AdditionalOptions>
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<AdditionalDependencies>xinput9_1_0.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glew32sd.lib;glfw3d.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>xinput9_1_0.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glew32sd.lib;glfw3d.lib;glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>$(OutDir)ThreadedRenderingGLD.exe</OutputFile>
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<AdditionalLibraryDirectories>./../GraphicsSamples/extensions/externals/lib/vs2015x64;./../GraphicsSamples/extensions/lib/vs2015x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<ProgramDatabaseFile>$(OutDir)/ThreadedRenderingGLD.exe.pdb</ProgramDatabaseFile>
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<FloatingPointModel>Fast</FloatingPointModel>
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<AdditionalOptions>/Oy- /EHsc /wd4100 /wd4201 /wd4390 /wd4748 /wd4995 /wd4996 /wd4244 /wd4267 /wd4334</AdditionalOptions>
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<Optimization>Full</Optimization>
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<AdditionalIncludeDirectories>./;./../GraphicsSamples/extensions/include;./../GraphicsSamples/extensions/externals/include;./../GraphicsSamples/extensions/include/NsFoundation;./../GraphicsSamples/extensions/include/NvFoundation;./../GraphicsSamples/extensions/externals/include/GLFW;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>../../;./../GraphicsSamples/extensions/include;./../GraphicsSamples/extensions/externals/include;./../GraphicsSamples/extensions/include/NsFoundation;./../GraphicsSamples/extensions/include/NvFoundation;./../GraphicsSamples/extensions/externals/include/GLFW;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>NV_FOUNDATION_DLL=0;GW_APP_NAME="ThreadedRenderingGL";NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<WarningLevel>Level3</WarningLevel>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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</ClCompile>
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<Link>
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<AdditionalOptions>/DEBUG /MACHINE:x64 /LARGEADDRESSAWARE /NOLOGO /OPT:REF /OPT:ICF /INCREMENTAL:NO</AdditionalOptions>
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<AdditionalDependencies>xinput9_1_0.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glew32s.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>xinput9_1_0.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glew32s.lib;glfw3.lib;glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>$(OutDir)ThreadedRenderingGL.exe</OutputFile>
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<AdditionalLibraryDirectories>./../GraphicsSamples/extensions/externals/lib/vs2015x64;./../GraphicsSamples/extensions/lib/vs2015x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<ProgramDatabaseFile>$(OutDir)/ThreadedRenderingGL.exe.pdb</ProgramDatabaseFile>

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