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Change the internal constant color from a (per-draw) vertex attribute to a uniform. Pack most built-in uniforms into a single vec4 array and update them all with a single glUniform call.
--HG-- branch : minor
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@@ -66,9 +66,8 @@ public:
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ptrdiff_t getHandle() const override;
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void setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) override;
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void updateScreenParams();
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void updatePointSize(float size);
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void updateBuiltinUniforms();
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void updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH);
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static std::string getGLSLVersion();
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static bool isSupported();
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@@ -119,14 +118,8 @@ private:
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std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates;
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bool canvasWasActive;
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Rect lastViewport;
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float lastPointSize;
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Matrix4 lastTransformMatrix;
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Matrix4 lastProjectionMatrix;
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}; // Shader
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} // opengl
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