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LibGL+LibSoftGPU: Use device samplers for rendering
We now sample textures from the device owned image samplers. Passing of enabled texture units has been simplified by only passing a list of texture unit indices.
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5 changed files with 19 additions and 30 deletions
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@ -36,9 +36,6 @@ public:
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bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
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void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
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IntrusiveListNode<TextureUnit> m_bound_node;
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using BoundList = IntrusiveList<&TextureUnit::m_bound_node>;
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private:
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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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