Move shader state mapping to renderer gl
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@@ -15,6 +15,11 @@ constexpr std::uint32_t gl_false = 0U;
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constexpr std::uint32_t gl_points = 0x0000U;
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constexpr std::uint32_t gl_lines = 0x0001U;
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constexpr std::uint32_t gl_triangles = 0x0004U;
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constexpr std::uint32_t gl_fragment_shader = 0x8B30U;
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constexpr std::uint32_t gl_vertex_shader = 0x8B31U;
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constexpr std::uint32_t gl_compile_status = 0x8B81U;
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constexpr std::uint32_t gl_link_status = 0x8B82U;
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constexpr std::uint32_t gl_active_uniforms = 0x8B86U;
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constexpr std::uint32_t gl_array_buffer = 0x8892U;
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constexpr std::uint32_t gl_element_array_buffer = 0x8893U;
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constexpr std::uint32_t gl_static_draw = 0x88E4U;
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@@ -358,6 +363,36 @@ std::uint32_t vertex_attribute_not_normalized() noexcept
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return gl_false;
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}
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std::uint32_t vertex_shader_stage() noexcept
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{
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return gl_vertex_shader;
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}
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std::uint32_t fragment_shader_stage() noexcept
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{
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return gl_fragment_shader;
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}
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std::uint32_t shader_compile_status_query() noexcept
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{
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return gl_compile_status;
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}
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std::uint32_t program_link_status_query() noexcept
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{
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return gl_link_status;
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}
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std::uint32_t active_uniform_count_query() noexcept
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{
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return gl_active_uniforms;
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}
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std::uint32_t matrix_uniform_not_transposed() noexcept
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{
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return gl_false;
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}
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std::uint32_t texture_cube_map_target() noexcept
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{
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return gl_texture_cube_map;
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