namespace GL {
class Blend;
+class Buffer;
class DepthTest;
class Framebuffer;
class Program;
{
unsigned binding = 0;
mutable bool changed = false;
+ mutable bool used = false;
const Texture *texture = 0;
const Sampler *sampler = 0;
+ int level = -1;
BoundTexture(unsigned b): binding(b) { }
};
{
int binding = 0;
mutable bool changed = false;
+ mutable bool used = false;
const UniformBlock *block = 0;
+ const Buffer *buffer = 0;
BoundUniformBlock(int b): binding(b) { }
};
void set_shader_program(const Program *);
void set_uniform_block(int, const UniformBlock *);
void set_texture(unsigned, const Texture *, const Sampler *);
+ void set_texture(unsigned, const Texture *, int, const Sampler *);
void set_vertex_setup(const VertexSetup *);
void set_primitive_type(PrimitiveType);
void set_front_face(FaceWinding);