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https://github.com/AxioDL/boo.git
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Array texture fix
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@@ -19,7 +19,7 @@ struct GLData : IGraphicsData
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std::vector<std::unique_ptr<class GLGraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class GLGraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class GLTextureS>> m_STexs;
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std::vector<std::unique_ptr<class GLArrayTextureS>> m_SATexs;
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std::vector<std::unique_ptr<class GLTextureSA>> m_SATexs;
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std::vector<std::unique_ptr<class GLTextureD>> m_DTexs;
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std::vector<std::unique_ptr<class GLTextureR>> m_RTexs;
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std::vector<std::unique_ptr<struct GLVertexFormat>> m_VFmts;
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@@ -137,12 +137,12 @@ public:
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}
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};
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class GLArrayTextureS : public ITextureS
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class GLTextureSA : public ITextureSA
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{
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friend class GLDataFactory;
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GLuint m_tex;
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GLArrayTextureS(size_t width, size_t height, size_t layers,
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TextureFormat fmt, const void* data, size_t sz)
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GLTextureSA(size_t width, size_t height, size_t layers,
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TextureFormat fmt, const void* data, size_t sz)
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{
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glGenTextures(1, &m_tex);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
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@@ -154,7 +154,7 @@ class GLArrayTextureS : public ITextureS
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, width, height, layers, 0, GL_RED, GL_UNSIGNED_BYTE, data);
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}
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public:
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~GLArrayTextureS() {glDeleteTextures(1, &m_tex);}
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~GLTextureSA() {glDeleteTextures(1, &m_tex);}
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void bind(size_t idx) const
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{
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@@ -234,11 +234,11 @@ GLDataFactory::newStaticTexture(size_t width, size_t height, size_t mips, Textur
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return retval;
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}
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ITextureS*
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ITextureSA*
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GLDataFactory::newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
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const void *data, size_t sz)
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{
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GLArrayTextureS* retval = new GLArrayTextureS(width, height, layers, fmt, data, sz);
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GLTextureSA* retval = new GLTextureSA(width, height, layers, fmt, data, sz);
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static_cast<GLData*>(m_deferredData)->m_SATexs.emplace_back(retval);
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return retval;
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}
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@@ -494,10 +494,19 @@ struct GLShaderDataBinding : IShaderDataBinding
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for (size_t i=0 ; i<m_texCount ; ++i)
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{
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ITexture* tex = m_texs[i];
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if (tex->type() == TextureType::Dynamic)
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switch (tex->type())
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{
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case TextureType::Dynamic:
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static_cast<GLTextureD*>(tex)->bind(i);
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else if (tex->type() == TextureType::Static)
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break;
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case TextureType::Static:
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static_cast<GLTextureS*>(tex)->bind(i);
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break;
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case TextureType::StaticArray:
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static_cast<GLTextureSA*>(tex)->bind(i);
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break;
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default: break;
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}
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}
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}
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};
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