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Eliminates unsafe optimisation.
Also likely to be unhelpful as and when multiple machines are in play.
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@ -14,7 +14,9 @@
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using namespace OpenGL;
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namespace {
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Shader *bound_shader = nullptr;
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// The below is disabled because it isn't context/thread-specific. Which makes it
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// fairly 'unuseful'.
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// Shader *bound_shader = nullptr;
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}
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GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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@ -75,20 +77,20 @@ Shader::Shader(const std::string &vertex_shader, const std::string &fragment_sha
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}
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Shader::~Shader() {
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if(bound_shader == this) Shader::unbind();
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// if(bound_shader == this) Shader::unbind();
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glDeleteProgram(shader_program_);
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}
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void Shader::bind() {
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if(bound_shader != this) {
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// if(bound_shader != this) {
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glUseProgram(shader_program_);
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bound_shader = this;
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}
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// bound_shader = this;
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// }
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flush_functions();
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}
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void Shader::unbind() {
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bound_shader = nullptr;
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// bound_shader = nullptr;
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glUseProgram(0);
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}
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