Removing NV command list path, as it's unused and untested.
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@@ -126,15 +126,6 @@ std::string GL4Shader::GetFooter() {
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bool GL4Shader::PrepareVertexArrayObject() {
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glCreateVertexArrays(1, &vao_);
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bool has_bindless_vbos = false;
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if (FLAGS_vendor_gl_extensions && GLEW_NV_vertex_buffer_unified_memory) {
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has_bindless_vbos = true;
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// Nasty, but no DSA for this.
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glBindVertexArray(vao_);
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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}
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uint32_t el_index = 0;
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for (uint32_t buffer_index = 0; buffer_index < buffer_inputs_.count;
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++buffer_index) {
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@@ -198,24 +189,12 @@ bool GL4Shader::PrepareVertexArrayObject() {
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}
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glEnableVertexArrayAttrib(vao_, el_index);
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if (has_bindless_vbos) {
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// NOTE: MultiDrawIndirectBindlessMumble doesn't handle separate
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// vertex bindings/formats.
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glVertexAttribFormat(el_index, comp_count, comp_type, el.is_normalized,
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el.offset_words * 4);
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glVertexArrayVertexBuffer(vao_, el_index, 0, 0, desc.stride_words * 4);
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} else {
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glVertexArrayAttribBinding(vao_, el_index, buffer_index);
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glVertexArrayAttribFormat(vao_, el_index, comp_count, comp_type,
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el.is_normalized, el.offset_words * 4);
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}
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glVertexArrayAttribBinding(vao_, el_index, buffer_index);
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glVertexArrayAttribFormat(vao_, el_index, comp_count, comp_type,
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el.is_normalized, el.offset_words * 4);
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}
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}
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if (has_bindless_vbos) {
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glBindVertexArray(0);
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}
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return true;
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}
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