public void BindShaderProgram(GPUShaderProgram program) { if (_currentProgram != program) { Gl.glUseProgram(program); _currentProgram = program; } }
public void BindFramebuffer(GPUFramebuffer fb) { if (_currentFramebuffer != fb) { Gl.glBindFramebuffer(Gl.GL_FRAMEBUFFER, fb); _currentFramebuffer = fb; } }
public void BindFormat(GPUPipelineFormat format) { if (_currentVao != format) { Gl.glBindVertexArray(format); _currentVao = format; } }