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		52e5d3c961
		
	
	
	
	
		
			
			These are merely a way to hold the different texture target bind points that a texture can be bound to.
		
			
				
	
	
		
			39 lines
		
	
	
	
		
			843 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
	
		
			843 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #include <LibGL/GL/gl.h>
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| #include <LibGL/Tex/TextureUnit.h>
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| 
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| namespace GL {
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| 
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| void TextureUnit::bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture)
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| {
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|     switch (texture_target) {
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|     case GL_TEXTURE_2D:
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|         m_texture_target_2d = texture;
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|         m_currently_bound_texture = texture;
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|         m_currently_bound_target = GL_TEXTURE_2D;
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|         break;
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|     default:
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|         VERIFY_NOT_REACHED();
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|     }
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| }
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| 
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| void TextureUnit::unbind_texture(GLenum texture_target)
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| {
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|     switch (texture_target) {
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|     case GL_TEXTURE_2D:
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|         m_texture_target_2d = nullptr;
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|         m_currently_bound_target = 0;
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|         break;
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|     default:
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|         VERIFY_NOT_REACHED();
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|     }
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| 
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|     m_currently_bound_texture = nullptr;
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| }
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| 
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| }
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