Esempio n. 1
0
gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory, const gl::ContextState &data)
{
    FramebufferTextureArray framebufferTextures;
    size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);

    ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_VERTEX, framebufferTextures,
                            framebufferSerialCount));
    ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_PIXEL, framebufferTextures,
                            framebufferSerialCount));
    return gl::NoError();
}
Esempio n. 2
0
gl::Error RendererD3D::applyTextures(const gl::Data &data)
{
    FramebufferTextureArray framebufferTextures;
    size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);

    gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferTextures, framebufferSerialCount);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferTextures, framebufferSerialCount);
    if (error.isError())
    {
        return error;
    }

    return gl::Error(GL_NO_ERROR);
}