Array texture fix

This commit is contained in:
Jack Andersen
2015-11-26 13:03:01 -10:00
parent e106b0bac7
commit c5de075c0d
4 changed files with 32 additions and 12 deletions

View File

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