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Add render queue #10

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Add render queue #10

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@bregma bregma commented Aug 25, 2017

Adds a render queue to completely separate state update from rendering.

Requires updating all the code from OpenGL 2.1 to OpenGL 4.3 or OpenGL ES 3.1, with an eye to adding Vulkan or DX11/DX12 renderers at some point.

This PR is a work in progress and made mostly to take advantage of the CI integration until it's ready. Do not merge until this notice is removed.

bregma added 16 commits August 5, 2017 20:58
Sets up with an OpenGL 4.3 Core Profile context and renders the Intor screen
using shaders.  Of course, the actual game rendering is broken at this point.

Baby steps people, babay steps.
- added a skeletal shader cache class
- renamed the shader stage and pipeline classes to use terminology that
  matches DX11 and Vulkan
Refactored the ShaderPipeline to use NVI instead of pimpl and added an
OpenGL derivative implementation.  Used that implementation in the
OpenGL Mesh implementation and added to the Font class as a test.

Added unit tests to verify the ShaderPipeline gets called as appropriate
during Mesh draw calls.

Removed the no-longer-used VertexArray class.
@bregma bregma self-assigned this Aug 25, 2017
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