Пример #1
0
void GLBackend::setResourceTexture(unsigned int slot, const TexturePointer& resourceTexture) {
    // check cache before thinking
    if (_resource._textures[slot] == resourceTexture) {
        return;
    }

    // One more True texture bound
    _stats._RSNumTextureBounded++;

    // Always make sure the GLObject is in sync
    GLTexture* object = syncGPUObject(resourceTexture);
    if (object) {
        GLuint to = object->_texture;
        GLuint target = object->_target;
        glActiveTexture(GL_TEXTURE0 + slot);
        glBindTexture(target, to);

        (void)CHECK_GL_ERROR();

        _resource._textures[slot] = resourceTexture;

        _stats._RSAmountTextureMemoryBounded += (int)object->size();

    } else {
        releaseResourceTexture(slot);
        return;
    }
}
Пример #2
0
void GLBackend::do_setResourceTexture(const Batch& batch, size_t paramOffset) {
    GLuint slot = batch._params[paramOffset + 1]._uint;
    if (slot >= (GLuint) MAX_NUM_RESOURCE_TEXTURES) {
        // "GLBackend::do_setResourceTexture: Trying to set a resource Texture at slot #" + slot + " which doesn't exist. MaxNumResourceTextures = " + getMaxNumResourceTextures());
        return;
    }

    TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);

    if (!resourceTexture) {
        releaseResourceTexture(slot);
        return;
    }
    // check cache before thinking
    if (_resource._textures[slot] == resourceTexture) {
        return;
    }

    // One more True texture bound
    _stats._RSNumTextureBounded++;

    // Always make sure the GLObject is in sync
    GLTexture* object = syncGPUObject(resourceTexture);
    if (object) {
        GLuint to = object->_texture;
        GLuint target = object->_target;
        glActiveTexture(GL_TEXTURE0 + slot);
        glBindTexture(target, to);

        (void) CHECK_GL_ERROR();

        _resource._textures[slot] = resourceTexture;

        _stats._RSAmountTextureMemoryBounded += object->size();

    } else {
        releaseResourceTexture(slot);
        return;
    }
}