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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (DiligentEngine): Implement most rendering by DiligentEngine.
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@@ -5,6 +5,7 @@
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#ifndef MOBILEGL_PROGRAMSTATE_H
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#define MOBILEGL_PROGRAMSTATE_H
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#define MOBILEGL_GLSTATE_H
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#define MOBILEGL_DILIGENT_EGL_IMPL_H
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#define MOBILEGL_PROGRAM_DEBUGTOOL_H
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#define MOBILEGL_GLSLTOOL_H
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@@ -41,17 +42,17 @@ struct ProgramObject {
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bool dirty;
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GLint linkStatus;
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std::string infoLog;
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ankerl::unordered_map<std::string, GLint> attribBindings;
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ankerl::unordered_map<std::string, GLint> attribLocations;
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ankerl::unordered_map<std::string, GLint> uniformLocations;
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ankerl::unordered_map<std::string, UniformValue> uniformValues;
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MG_Global::unordered_map<std::string, GLint> attribBindings;
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MG_Global::unordered_map<std::string, GLint> attribLocations;
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MG_Global::unordered_map<std::string, GLint> uniformLocations;
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MG_Global::unordered_map<std::string, UniformValue> uniformValues;
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bool markedForDeletion;
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};
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class ProgramState {
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public:
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ankerl::unordered_map<GLuint, ShaderObject> shaders_;
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ankerl::unordered_map<GLuint, ProgramObject> programs_;
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MG_Global::unordered_map<GLuint, ShaderObject> shaders_;
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MG_Global::unordered_map<GLuint, ProgramObject> programs_;
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std::set<GLuint> freeShaderIds_;
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std::set<GLuint> freeProgramIds_;
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GLuint lastShaderId_ = 0;
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