#include "pipelinestate.h"
#include "program.h"
#include "rect.h"
+#include "sampler.h"
#include "stenciltest.h"
#include "texture.h"
#include "uniformblock.h"
{
if(mask&FRAMEBUFFER)
{
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->get_id() : 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
if(framebuffer)
{
framebuffer->refresh();
}
if(mask&SHPROG)
- glUseProgram(shprog ? shprog->get_id() : 0);
+ glUseProgram(shprog ? shprog->id : 0);
if(mask&VERTEX_SETUP)
{
- glBindVertexArray(vertex_setup ? vertex_setup->get_id() : 0);
+ glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
if(vertex_setup)
{
static Require _req(MSP_primitive_restart);
if(t.texture && t.sampler)
{
if(ARB_direct_state_access)
- glBindTextureUnit(t.binding, t.texture->get_id());
+ glBindTextureUnit(t.binding, t.texture->id);
else
{
glActiveTexture(GL_TEXTURE0+t.binding);
- if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->get_target())!=bound_tex_targets[t.binding])
+ if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->target)!=bound_tex_targets[t.binding])
glBindTexture(bound_tex_targets[t.binding], 0);
- glBindTexture(t.texture->get_target(), t.texture->get_id());
+ glBindTexture(t.texture->target, t.texture->id);
}
- bound_tex_targets[t.binding] = t.texture->get_target();
+ bound_tex_targets[t.binding] = t.texture->target;
- glBindSampler(t.binding, t.sampler->get_id());
- t.sampler->refresh();
+ glBindSampler(t.binding, t.sampler->id);
}
t.changed = false;
if(u.binding>=0)
{
const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(u.block);
- glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, block->get_buffer()->get_id(), block->get_offset(), block->get_data_size());
+ glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, block->get_buffer()->id, block->get_offset(), block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
else