//----------------------------------------------------------------------- void GraphicsContextDirect3D11::SetTexture(int index, RenderTarget2D & textureIn) { POMDOG_ASSERT(index >= 0); POMDOG_ASSERT(index < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT); POMDOG_ASSERT(index < static_cast<int>(textureResourceViews.size())); POMDOG_ASSERT(textureIn.NativeRenderTarget2D() != nullptr); auto texture = static_cast<RenderTarget2DDirect3D11*>(textureIn.NativeRenderTarget2D()); POMDOG_ASSERT(texture != nullptr); POMDOG_ASSERT(texture == dynamic_cast<RenderTarget2DDirect3D11*>(textureIn.NativeRenderTarget2D())); textureResourceViews[index] = texture->GetShaderResourceView(); POMDOG_ASSERT(deviceContext); deviceContext->PSSetShaderResources(0, 1, &textureResourceViews[index]); }
//----------------------------------------------------------------------- void GraphicsContextGL4::SetTexture(int textureUnit, RenderTarget2D & textureIn) { POMDOG_ASSERT(!textures.empty()); POMDOG_ASSERT(textureUnit >= 0); POMDOG_ASSERT(textureUnit < static_cast<int>(textures.size())); constexpr GLenum textureType = GL_TEXTURE_2D; if (textures[textureUnit] && *textures[textureUnit] != textureType) { // Unbind texture SetTexture(textureUnit); } textures[textureUnit] = textureType; POMDOG_ASSERT(textureIn.NativeRenderTarget2D()); auto renderTargetGL4 = dynamic_cast<RenderTarget2DGL4*>(textureIn.NativeRenderTarget2D()); POMDOG_ASSERT(renderTargetGL4 != nullptr); ApplyTexture2D(textureUnit, renderTargetGL4->GetTextureHandle()); }