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@ -84,7 +84,6 @@ OpenGLState::OpenGLState() { |
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draw.draw_framebuffer = 0; |
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draw.vertex_array = 0; |
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draw.vertex_buffer = 0; |
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draw.uniform_buffer = 0; |
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draw.shader_program = 0; |
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draw.program_pipeline = 0; |
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@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const { |
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void OpenGLState::Apply() const { |
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ApplyFramebufferState(); |
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ApplyVertexBufferState(); |
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// Uniform buffer
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if (draw.uniform_buffer != cur_state.draw.uniform_buffer) { |
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glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer); |
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} |
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// Shader program
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if (draw.shader_program != cur_state.draw.shader_program) { |
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@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { |
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if (draw.vertex_buffer == handle) { |
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draw.vertex_buffer = 0; |
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} |
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if (draw.uniform_buffer == handle) { |
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draw.uniform_buffer = 0; |
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} |
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return *this; |
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} |
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