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LibGL: Use Texture Units in Rasterizer and Context
The Context and Software Rasterizer now gets the array of texture units instead of a single texture object. _Technically_, we now support some primitive form of multi-texturing, though I'm not entirely sure how well it will work in its current state.
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5 changed files with 38 additions and 27 deletions
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@ -17,14 +17,16 @@ public:
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void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
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void unbind_texture(GLenum texture_target);
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const RefPtr<Texture>& get_bound_texture() const { return m_currently_bound_texture; }
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RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
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RefPtr<Texture>& bound_texture() const { return m_currently_bound_texture; }
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GLenum currently_bound_target() const { return m_currently_bound_target; }
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bool is_bound() const { return m_currently_bound_texture != nullptr; }
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bool is_bound() const { return !m_currently_bound_texture.is_null(); }
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private:
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RefPtr<Texture2D> m_texture_target_2d { nullptr };
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RefPtr<Texture> m_currently_bound_texture { nullptr };
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mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
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mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
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GLenum m_currently_bound_target;
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};
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