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Introducing the INput FOrmat gpu Object to optimize the changes
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@ -151,6 +151,15 @@ public:
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// very specific for now
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// very specific for now
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static void syncSampler(const Sampler& sampler, Texture::Type type, const GLTexture* object);
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static void syncSampler(const Sampler& sampler, Texture::Type type, const GLTexture* object);
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class GLInputFormat : public GPUObject {
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public:
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GLInputFormat();
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~GLInputFormat();
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};
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GLInputFormat* syncGPUObject(const Stream::Format& inputFormat);
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class GLShader : public GPUObject {
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class GLShader : public GPUObject {
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public:
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public:
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enum Version {
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enum Version {
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@ -106,6 +106,7 @@ public:
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bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
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bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
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const GPUObjectPointer gpuObject{};
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protected:
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protected:
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AttributeMap _attributes;
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AttributeMap _attributes;
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ChannelMap _channels;
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ChannelMap _channels;
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