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	LibGL: Add Texture Name Allocation
Texture names can now be allocated via `glGenTextures` and deallocated via `glDeleteTextures`.
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					 8 changed files with 118 additions and 0 deletions
				
			
		|  | @ -742,6 +742,36 @@ void SoftwareGLContext::gl_disable(GLenum capability) | |||
|         m_rasterizer.set_options(rasterizer_options); | ||||
| } | ||||
| 
 | ||||
| void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures) | ||||
| { | ||||
|     if (n < 0) { | ||||
|         m_error = GL_INVALID_VALUE; | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (m_in_draw_state) { | ||||
|         m_error = GL_INVALID_OPERATION; | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     m_name_allocator.allocate(n, textures); | ||||
| } | ||||
| 
 | ||||
| void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures) | ||||
| { | ||||
|     if (n < 0) { | ||||
|         m_error = GL_INVALID_VALUE; | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (m_in_draw_state) { | ||||
|         m_error = GL_INVALID_OPERATION; | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     m_name_allocator.free(n, textures); | ||||
| } | ||||
| 
 | ||||
| void SoftwareGLContext::gl_front_face(GLenum face) | ||||
| { | ||||
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face); | ||||
|  |  | |||
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	 Jesse Buhagiar
						Jesse Buhagiar