+/**
+ * @brief Store latest binded RenderGeometry, and help that we can skip duplicated vertex attributes bind.
+ *
+ * @param[in] geometry Current geometry to be used, or nullptr if render finished
+ * @return True if we can reuse latest binded vertex attributes. False otherwise.
+ */
+inline bool ReuseLatestBindedVertexAttributes(const Render::Geometry* geometry)
+{
+ static const Render::Geometry* gLatestVertexBindedGeometry = nullptr;
+ if(gLatestVertexBindedGeometry == geometry)
+ {
+ return true;
+ }
+ gLatestVertexBindedGeometry = geometry;
+ return false;
+}
+