Basic tests and trying to fix address sanitizer errors
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@@ -18,22 +18,20 @@ struct VertexList2D {
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struct Shader {
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GLuint program; // linked program (vertex+fragment)
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GLint uni_invHalf; // uniform location for inv half-screen size
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GLint uni_texture; // sampler location
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GLint uni_invHalf; // uniform location for inv half-screen size
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GLint uni_texture; // sampler location
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};
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VertexList2D Vertices;
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int64_t TotalVertexCount;
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int64_t TotalVertexCount;
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unsigned VBO, VAO;
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Shader Shader2D;
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Shader Shader2D;
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BlockArena RenderArena;
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Rect2 CurrentScissor;
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Rect2 CurrentScissor;
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Font PrimaryFont;
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Font SecondaryFont;
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// ---------- shaders (ES3 / WebGL2) ----------
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static const char *glsl_vshader_es3 = R"==(#version 300 es
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precision highp float;
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@@ -82,7 +80,6 @@ void GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLs
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}
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}
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// ---------- helper: compile/link ----------
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static GLuint CompileShaderSrc(GLenum kind, const char *src) {
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GLuint s = glCreateShader(kind);
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glShaderSource(s, 1, &src, NULL);
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@@ -137,7 +134,6 @@ Shader CreateShaderES3(const char *vsrc, const char *fsrc) {
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return out;
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}
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// ---------- InitRender for ES3 ----------
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void InitRender() {
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#if !OS_WASM
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glDebugMessageCallback(&GLDebugCallback, NULL);
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@@ -185,7 +181,6 @@ void BeginFrameRender(float wx, float wy) {
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CurrentScissor = Rect0Size(wx, wy);
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}
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// ---------- EndFrameRender for ES3 ----------
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void EndFrameRender(float wx, float wy, Color color) {
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ProfileFunction();
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glEnable(GL_BLEND);
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@@ -391,6 +386,9 @@ void ReloadFont(String path, U32 size) {
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Scratch scratch;
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Atlas atlas = CreateAtlas(scratch, {2048, 2048});
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PrimaryFont = CreateFont(&atlas, (uint32_t)ClampBottom(2u, (U32)size), path);
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SecondaryFont = CreateFont(&atlas, 12, path);
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SecondaryFont.texture_id = PrimaryFont.texture_id = UploadAtlas(&atlas);
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PrimaryFont.texture_id = UploadAtlas(&atlas);
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}
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void CleanupRender() {
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Dealloc(&PrimaryFont.glyphs);
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}
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