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////  Created by Bradley Austin Davis on 2016/05/15//  Copyright 2013-2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "GLBuffer.h"#include "GLBackend.h" using namespace gpu;using namespace gpu::gl; GLBuffer::~GLBuffer() {    Backend::bufferCount.decrement();    Backend::bufferGPUMemSize.update(_size, 0);     if (_id) {        auto backend = _backend.lock();        if (backend) {            backend->releaseBuffer(_id, _size);        }    }} GLBuffer::GLBuffer(const std::weak_ptr<GLBackend>& backend, const Buffer& buffer, GLuint id) :    GLObject(backend, buffer, id),    _size((GLuint)buffer._renderSysmem.getSize()),    _stamp(buffer._renderSysmem.getStamp()){    Backend::bufferCount.increment();    Backend::bufferGPUMemSize.update(0, _size);}