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Refactor GLSL shader bindings
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@@ -20,7 +20,6 @@ class GLDataFactory : public IGraphicsDataFactory
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static ThreadLocalPtr<struct GLData> m_deferredData;
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std::unordered_set<struct GLData*> m_committedData;
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std::mutex m_committedMutex;
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std::vector<int> m_texUnis;
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void destroyData(IGraphicsData*);
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void destroyAllData();
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public:
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@@ -54,7 +53,7 @@ public:
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char* texArrayName,
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size_t texCount, const char** texNames,
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size_t uniformBlockCount, const char** uniformBlockNames,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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