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- Move texture object code out of the monolithic header - All texture binds go through the shared state - Transient texture binds use a dedicated temp image slot shared with native UI
34 lines
642 B
C++
34 lines
642 B
C++
#pragma once
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#include "state_tracker.hpp"
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namespace gl
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{
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static thread_local bool s_tls_primary_context_thread = false;
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static gl::driver_state* s_current_state = nullptr;
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void set_primary_context_thread(bool value)
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{
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s_tls_primary_context_thread = value;
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}
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bool is_primary_context_thread()
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{
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return s_tls_primary_context_thread;
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}
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void set_command_context(gl::command_context& ctx)
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{
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s_current_state = ctx.operator->();
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}
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void set_command_context(gl::driver_state& ctx)
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{
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s_current_state = &ctx;
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}
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gl::command_context get_command_context()
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{
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return { *s_current_state };
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}
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}
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