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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.
This commit is contained in:
Jesse Buhagiar 2021-05-30 16:15:26 +10:00 committed by Linus Groh
parent 2b5732ab77
commit 52e5d3c961
4 changed files with 74 additions and 0 deletions

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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/GL/gl.h>
#include <LibGL/Tex/TextureUnit.h>
namespace GL {
void TextureUnit::bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture)
{
switch (texture_target) {
case GL_TEXTURE_2D:
m_texture_target_2d = texture;
m_currently_bound_texture = texture;
m_currently_bound_target = GL_TEXTURE_2D;
break;
default:
VERIFY_NOT_REACHED();
}
}
void TextureUnit::unbind_texture(GLenum texture_target)
{
switch (texture_target) {
case GL_TEXTURE_2D:
m_texture_target_2d = nullptr;
m_currently_bound_target = 0;
break;
default:
VERIFY_NOT_REACHED();
}
m_currently_bound_texture = nullptr;
}
}