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LibGL: Implement basic texture units
These are merely a way to hold the different texture target bind points that a texture can be bound to.
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4 changed files with 74 additions and 0 deletions
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@ -12,6 +12,7 @@
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#include "SoftwareRasterizer.h"
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#include "Tex/NameAllocator.h"
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#include "Tex/Texture.h"
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#include "Tex/TextureUnit.h"
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#include <AK/HashMap.h>
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#include <AK/RefPtr.h>
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#include <AK/Tuple.h>
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@ -138,6 +139,8 @@ private:
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// Texture objects
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TextureNameAllocator m_name_allocator;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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Array<TextureUnit, 32> m_texture_units;
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TextureUnit* m_active_texture_unit { &m_texture_units[0] };
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SoftwareRasterizer m_rasterizer;
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