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https://github.com/shadowfacts/lwjgl2-arm64.git
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Attempt to fix NV compilation issue.
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0b5b6cbcb4
commit
eb3a31bcc9
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@ -518,12 +518,9 @@ public class DemoFractal {
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glDeleteBuffers(glIDs);
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}
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if ( useTextures )
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glGenTextures(glIDs);
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else
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glGenBuffers(glIDs);
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if ( useTextures ) {
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glGenTextures(glIDs);
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// Init textures
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for ( int i = 0; i < slices; i++ ) {
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glBindTexture(GL_TEXTURE_2D, glIDs.get(i));
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@ -535,6 +532,8 @@ public class DemoFractal {
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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} else {
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glGenBuffers(glIDs);
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// setup one empty PBO per slice
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for ( int i = 0; i < slices; i++ ) {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glIDs.get(i));
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@ -57,7 +57,7 @@ kernel void mandelbrot(
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output[iy * width + ix] = 0;
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#endif
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} else {
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varfloat alpha = (varfloat)iteration / maxIterations;
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float alpha = (float)iteration / maxIterations;
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int colorIndex = (int)(alpha * colorMapSize);
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#ifdef USE_TEXTURE
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// We could have changed colorMap to a texture + sampler, but the
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@ -69,9 +69,9 @@ kernel void mandelbrot(
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(c & 0xFF) >> 0,
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(c & 0xFF00) >> 8,
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(c & 0xFF0000) >> 16,
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_255
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255.0f
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);
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write_imagef(output, (int2)(ix, iy), oc / _255);
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write_imagef(output, (int2)(ix, iy), oc / 255.0f);
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#else
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output[iy * width + ix] = colorMap[colorIndex];
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#endif
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