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https://github.com/MobileGL-Dev/MobileGL
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[Feat] using unordered_dense somewhere...
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@@ -9,6 +9,8 @@
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#include "../../../Includes.h"
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class CommonState {
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template <typename K, typename V>
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using unordered_map = ankerl::unordered_dense::map<K, V>;
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public:
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// Viewport
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GLint viewport[4] = {0, 0, 0, 0};
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@@ -17,7 +19,7 @@ public:
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GLboolean colorMask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
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// Pixel storage parameters
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std::unordered_map<GLenum, GLint> pixelStoreParams;
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unordered_map<GLenum, GLint> pixelStoreParams;
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// Blend state
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GLenum blendSrcRGB = GL_ONE;
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@@ -35,7 +37,7 @@ public:
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GLboolean depthMask = GL_TRUE;
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// Capability enables
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std::unordered_map<GLenum, bool> capabilities;
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unordered_map<GLenum, bool> capabilities;
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CommonState();
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@@ -630,7 +630,7 @@ GLenum TextureState::QueryLevelPropertyIntVector(GLenum target, GLint level, GLe
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return GL_NO_ERROR;
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}
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std::unordered_map<GLuint, TextureObject>::iterator texIt;
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unordered_map<GLuint, TextureObject>::iterator texIt;
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if (!isProxyTexture) {
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texIt = textures.find(boundTexture);
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@@ -54,13 +54,15 @@ public:
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};
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class TextureState {
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template <typename K, typename V>
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using unordered_map = ankerl::unordered_dense::map<K, V>;
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private:
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GLuint activeTextureUnit_ = 0;
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GLuint lastUsedID_ = 0;
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std::set<GLuint> freeIDs_;
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std::unordered_set<GLuint> freeIDs_;
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std::unordered_map<GLenum, TextureObject> proxyTextures_;
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unordered_map<GLenum, TextureObject> proxyTextures_;
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static GLint GetUnpackParam_(GLenum pname);
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public:
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@@ -68,7 +70,7 @@ public:
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bool IsTextureGenerated(GLuint texture);
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bool IsTexture(GLuint texture);
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std::unordered_map<GLuint, TextureObject> textures;
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unordered_map<GLuint, TextureObject> textures;
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// Return: the validity of the operation, according to OpenGL 3 standard
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GLenum BindUnit(GLenum textureUnit);
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