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perf(sleepers): the instances of the sleepers and timbers of a track sent to the gpu once, as it's laid, and kept there in a buffer of their own; in each pass the runs of them in sight turned by the modelviews of their cells into the instance buffer of the frame by a compute pass, one dispatch and one barrier a pass, and drawn in one instanced draw for each model, part and level of detail, in place of the cpu turning every instance every frame
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@@ -34,6 +34,8 @@ namespace gl
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// bigger one (generation() changes, buffer() tells which to bind); the old one stays until the frame is done with, so
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// what was written to it can still be bound and drawn from later in the frame
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GLintptr push(void const *Data, GLsizeiptr Size);
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// the room for Size bytes in the buffer of the frame, as push() makes it, left for the gpu to write (a compute pass)
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GLintptr reserve(GLsizeiptr Size);
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GLuint buffer() const
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{
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