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Track context-local GL bindings to avoid redundant program, framebuffer, buffer, texture, sampler, viewport, blend, and scissor state changes. Invalidate the cache across context switches, ImGui rendering, and shared object changes. Preserve CPU-backed texture upload correctness by explicitly clearing pixel unpack buffer bindings where required. This reduces hot-path driver overhead without adding waits or GPU synchronization.
258 lines
5.5 KiB
C
258 lines
5.5 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "model.h"
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#include "shader.h"
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#include "state.h"
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#include "texture.h"
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#include "common/debug.h"
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#include "common/ll.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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struct EGL_Model
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{
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bool rebuild;
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struct ll * verticies;
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size_t vertexCount;
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bool finish;
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GLuint buffer;
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GLuint vao;
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EGL_Shader * shader;
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EGL_Texture * texture;
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};
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struct FloatList
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{
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GLfloat * v;
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GLfloat * u;
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size_t count;
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};
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void update_uniform_bindings(EGL_Model * model);
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bool egl_modelInit(EGL_Model ** model)
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{
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*model = malloc(sizeof(**model));
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if (!*model)
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{
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DEBUG_ERROR("Failed to malloc EGL_Model");
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return false;
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}
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memset(*model, 0, sizeof(**model));
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(*model)->verticies = ll_new();
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return true;
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}
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void egl_modelFree(EGL_Model ** model)
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{
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if (!*model)
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return;
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struct FloatList * fl;
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while(ll_shift((*model)->verticies, (void **)&fl))
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{
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free(fl->u);
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free(fl->v);
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free(fl);
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}
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ll_free((*model)->verticies);
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if ((*model)->buffer)
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glDeleteBuffers(1, &(*model)->buffer);
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if ((*model)->vao)
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glDeleteVertexArrays(1, &(*model)->vao);
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egl_stateInvalidateShared();
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free(*model);
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*model = NULL;
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}
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void egl_modelSetDefault(EGL_Model * model, bool flipped)
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{
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvsNormal[] =
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{
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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static const GLfloat uvsFlipped[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_modelAddVerts(model, square, flipped ? uvsFlipped : uvsNormal, 4);
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}
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void egl_modelAddVerts(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count)
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{
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struct FloatList * fl = malloc(sizeof(*fl));
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if (!fl)
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{
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DEBUG_ERROR("out of memory");
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return;
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}
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fl->count = count;
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fl->v = malloc(sizeof(GLfloat) * count * 3);
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if (!fl->v)
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{
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DEBUG_ERROR("out of memory");
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free(fl);
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return;
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}
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fl->u = malloc(sizeof(GLfloat) * count * 2);
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if (!fl->u)
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{
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DEBUG_ERROR("out of memory");
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free(fl->v);
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free(fl);
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return;
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}
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memcpy(fl->v, verticies, sizeof(GLfloat) * count * 3);
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if (uvs)
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memcpy(fl->u, uvs, sizeof(GLfloat) * count * 2);
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else
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memset(fl->u, 0 , sizeof(GLfloat) * count * 2);
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ll_push(model->verticies, fl);
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model->rebuild = true;
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model->vertexCount += count;
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}
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void egl_modelRender(EGL_Model * model)
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{
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if (!model->vertexCount)
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return;
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if (model->rebuild)
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{
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if (model->buffer)
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{
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glDeleteBuffers(1, &model->buffer);
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egl_stateInvalidateShared();
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}
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if (!model->vao)
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glGenVertexArrays(1, &model->vao);
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egl_stateBindVertexArray(model->vao);
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/* create a buffer large enough */
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glGenBuffers(1, &model->buffer);
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egl_stateBindBuffer(GL_ARRAY_BUFFER, model->buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (model->vertexCount * 5), NULL, GL_STATIC_DRAW);
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GLintptr offset = 0;
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/* buffer the verticies */
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struct FloatList * fl;
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ll_lock(model->verticies);
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ll_forEachNL(model->verticies, item, fl)
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{
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 3, fl->v);
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offset += sizeof(GLfloat) * fl->count * 3;
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}
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/* buffer the uvs */
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ll_forEachNL(model->verticies, item, fl)
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{
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(GLfloat) * fl->count * 2, fl->u);
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offset += sizeof(GLfloat) * fl->count * 2;
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}
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ll_unlock(model->verticies);
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/* set up vertex arrays in the VAO */
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(GLfloat) * model->vertexCount * 3));
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model->rebuild = false;
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}
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egl_stateBindVertexArray(model->vao);
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if (model->shader)
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egl_shaderUse(model->shader);
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if (model->texture)
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egl_textureBind(model->texture);
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/* draw the arrays */
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GLint offset = 0;
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struct FloatList * fl;
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ll_lock(model->verticies);
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ll_forEachNL(model->verticies, item, fl)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, offset, fl->count);
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offset += fl->count;
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}
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ll_unlock(model->verticies);
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}
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void egl_modelSetShader(EGL_Model * model, EGL_Shader * shader)
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{
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model->shader = shader;
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update_uniform_bindings(model);
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}
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void egl_modelSetTexture(EGL_Model * model, EGL_Texture * texture)
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{
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model->texture = texture;
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update_uniform_bindings(model);
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}
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void update_uniform_bindings(EGL_Model * model)
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{
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if (!model->shader || !model->texture)
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return;
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egl_shaderAssocTextures(model->shader, 1);
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}
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