Fix memory tracking bug with vertex buffers. (Cosmetic. Only affects debug stats)
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@@ -74,10 +74,10 @@ U32 vbo_block_size(U32 size)
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U32 vbo_block_index(U32 size)
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{
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return vbo_block_size(size)/LL_VBO_BLOCK_SIZE;
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return ((vbo_block_size(size)-1)/LL_VBO_BLOCK_SIZE);
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}
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const U32 LL_VBO_POOL_SEED_COUNT = vbo_block_index(LL_VBO_POOL_MAX_SEED_SIZE);
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const U32 LL_VBO_POOL_SEED_COUNT = vbo_block_index(LL_VBO_POOL_MAX_SEED_SIZE)+1;
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//============================================================================
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@@ -88,14 +88,14 @@ LLVBOPool LLVertexBuffer::sDynamicVBOPool(GL_DYNAMIC_DRAW_ARB, GL_ARRAY_BUFFER_A
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LLVBOPool LLVertexBuffer::sStreamIBOPool(GL_STREAM_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB);
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LLVBOPool LLVertexBuffer::sDynamicIBOPool(GL_DYNAMIC_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB);
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U32 LLVBOPool::sBytesPooled = 0;
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U32 LLVBOPool::sIndexBytesPooled = 0;
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U64 LLVBOPool::sBytesPooled = 0;
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U64 LLVBOPool::sIndexBytesPooled = 0;
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std::vector<U32> LLVBOPool::sPendingDeletions;
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std::list<U32> LLVertexBuffer::sAvailableVAOName;
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U32 LLVertexBuffer::sCurVAOName = 1;
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U32 LLVertexBuffer::sAllocatedIndexBytes = 0;
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U64 LLVertexBuffer::sAllocatedIndexBytes = 0;
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U32 LLVertexBuffer::sIndexCount = 0;
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U32 LLVertexBuffer::sBindCount = 0;
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@@ -111,7 +111,7 @@ U32 LLVertexBuffer::sGLRenderIndices = 0;
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U32 LLVertexBuffer::sLastMask = 0;
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bool LLVertexBuffer::sVBOActive = false;
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bool LLVertexBuffer::sIBOActive = false;
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U32 LLVertexBuffer::sAllocatedBytes = 0;
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U64 LLVertexBuffer::sAllocatedBytes = 0;
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U32 LLVertexBuffer::sVertexCount = 0;
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bool LLVertexBuffer::sMapped = false;
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bool LLVertexBuffer::sUseStreamDraw = true;
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@@ -341,7 +341,7 @@ void LLVBOPool::seedPool()
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{
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if (mMissCount[i] > mFreeList[i].size())
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{
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U32 size = i * LL_VBO_BLOCK_SIZE;
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U32 size = i * LL_VBO_BLOCK_SIZE + LL_VBO_BLOCK_SIZE;
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S32 count = mMissCount[i] - mFreeList[i].size();
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for (S32 j = 0; j < count; ++j)
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