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Implement automatic batching for points, lines, shapes, and images/quads.
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met: - The texture is the same. - The primitive type is the same (points cannot be batched with non-points). - The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state). - The active shader’s uniform values are the same. You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching. --HG-- branch : minor
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@@ -52,14 +52,10 @@ public:
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bool loadVolatile() override;
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void unloadVolatile() override;
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// Implements Drawable.
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void draw(const Matrix4 &m) override;
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// Implements Texture.
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void drawq(Quad *quad, const Matrix4 &m) override;
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void setFilter(const Texture::Filter &f) override;
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bool setWrap(const Texture::Wrap &w) override;
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const void *getHandle() const override;
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ptrdiff_t getHandle() const override;
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love::image::ImageData *newImageData(love::image::Image *module, int x, int y, int w, int h);
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@@ -97,7 +93,7 @@ public:
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private:
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void drawv(const Matrix4 &t, const Vertex *v);
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void drawv(Graphics *gfx, const Matrix4 &t, const Vertex *v) override;
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GLuint fbo;
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