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(); }
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); }