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[OpenGL] More efficient colour mask handling
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feacb9359d
commit
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3 changed files with 23 additions and 1 deletions
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@ -22,12 +22,16 @@ struct GLStateManager {
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bool depthEnabled;
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bool scissorEnabled;
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// Colour mask
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bool redMask, greenMask, blueMask, alphaMask;
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GLuint boundVAO;
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GLuint boundVBO;
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GLuint currentProgram;
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void reset();
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void resetBlend();
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void resetColourMask();
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void resetDepth();
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void resetVAO();
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void resetVBO();
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@ -97,6 +101,17 @@ struct GLStateManager {
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}
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}
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void setColourMask(bool r, bool g, bool b, bool a) {
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if (r != redMask || g != greenMask || b != blueMask || a != alphaMask) {
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r = redMask;
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g = greenMask;
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b = blueMask;
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a = alphaMask;
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glColorMask(r, g, b, a);
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}
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}
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void bindVAO(const OpenGL::VertexArray& vao) { bindVAO(vao.handle()); }
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void bindVBO(const OpenGL::VertexBuffer& vbo) { bindVBO(vbo.handle()); }
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void useProgram(const OpenGL::Program& program) { useProgram(program.handle()); }
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