@ -678,15 +678,15 @@ RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
RLAPI void rlComputeShaderDispatch ( unsigned int groupX , unsigned int groupY , unsigned int groupZ ) ; / / Dispatch compute shader ( equivalent to * draw * for graphics pilepine )
/ / Shader buffer storage object management ( ssbo )
RLAPI unsigned int rlLoadShaderBuffer ( unsigned long long size , const void * data , int usageHint ) ; / / Load shader storage buffer object ( SSBO )
RLAPI unsigned int rlLoadShaderBuffer ( unsigned int size , const void * data , int usageHint ) ; / / Load shader storage buffer object ( SSBO )
RLAPI void rlUnloadShaderBuffer ( unsigned int ssboId ) ; / / Unload shader storage buffer object ( SSBO )
RLAPI void rlUpdateShaderBufferElements ( unsigned int id , const void * data , unsigned long long dataSize , unsigned long long offset ) ; / / Update SSBO buffer data
RLAPI unsigned long long rlGetShaderBufferSize ( unsigned int id ) ; / / Get SSBO buffer size
RLAPI void rlReadShaderBufferElements ( unsigned int id , void * dest , unsigned long long count , unsigned long long offset ) ; / / Bind SSBO buffer
RLAPI void rlBindShaderBuffer ( unsigned int id , unsigned int index ) ; / / Copy SSBO buffer data
RLAPI void rlUpdateShaderBuffer ( unsigned int id , const void * data , unsigned int dataSize , unsigned int offset ) ; / / Update SSBO buffer data
RLAPI void rlBindShaderBuffer ( unsigned int id , unsigned int index ) ; / / Bind SSBO buffer
RLAPI void rlReadShaderBuffer ( unsigned int id , void * dest , unsigned int count , unsigned int offset ) ; / / Read SSBO buffer data ( GPU - > CPU )
RLAPI void rlCopyShaderBuffer ( unsigned int destId , unsigned int srcId , unsigned int destOffset , unsigned int srcOffset , unsigned int count ) ; / / Copy SSBO data between buffers
RLAPI unsigned int rlGetShaderBufferSize ( unsigned int id ) ; / / Get SSBO buffer size
/ / Buffer management
RLAPI void rlCopyBuffersElements ( unsigned int destId , unsigned int srcId , unsigned long long destOffset , unsigned long long srcOffset , unsigned long long count ) ; / / Copy SSBO buffer data
RLAPI void rlBindImageTexture ( unsigned int id , unsigned int index , unsigned int format , int readonly ) ; / / Bind image texture
/ / Matrix state management
@ -3954,7 +3954,7 @@ void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned
}
/ / Load shader storage buffer object ( SSBO )
unsigned int rlLoadShaderBuffer ( unsigned long long size , const void * data , int usageHint )
unsigned int rlLoadShaderBuffer ( unsigned int size , const void * data , int usageHint )
{
unsigned int ssbo = 0 ;
@ -3978,7 +3978,7 @@ void rlUnloadShaderBuffer(unsigned int ssboId)
}
/ / Update SSBO buffer data
void rlUpdateShaderBufferElements ( unsigned int id , const void * data , unsigned long long dataSize , unsigned long long offset )
void rlUpdateShaderBuffer ( unsigned int id , const void * data , unsigned int dataSize , unsigned int offset )
{
# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , id ) ;
@ -3987,7 +3987,7 @@ void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned lo
}
/ / Get SSBO buffer size
unsigned long long rlGetShaderBufferSize ( unsigned int id )
unsigned int rlGetShaderBufferSize ( unsigned int id )
{
long long size = 0 ;
@ -3996,11 +3996,11 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
glGetInteger64v ( GL_SHADER_STORAGE_BUFFER_SIZE , & size ) ;
# endif
return ( size > 0 ) ? size : 0 ;
return ( size > 0 ) ? p">( unsigned int ) size : 0 ;
}
/ / Read SSBO buffer data
void rlReadShaderBufferElements ( unsigned int id , void * dest , unsigned long long count , unsigned long long offset )
/ / Read SSBO buffer data ( GPU - > CPU )
void rlReadShaderBuffer ( unsigned int id , void * dest , unsigned int count , unsigned int offset )
{
# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_SHADER_STORAGE_BUFFER , id ) ;
@ -4017,7 +4017,7 @@ void rlBindShaderBuffer(unsigned int id, unsigned int index)
}
/ / Copy SSBO buffer data
void rlCopyBuffersElements ( unsigned int destId , unsigned int srcId , unsigned long long destOffset , unsigned long long srcOffset , unsigned long long count )
void rlCopyShader Buffer ( unsigned int destId , unsigned int srcId , unsigned int destOffset , unsigned int srcOffset , unsigned int count )
{
# if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer ( GL_COPY_READ_BUFFER , srcId ) ;