Preliminary work on support for a texture object pool that is designed to help manage resources down the GPU more tightly.
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@@ -150,7 +150,7 @@ void Texture1D::apply(State& state) const
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{
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// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_1D);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID, GL_TEXTURE_1D);
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textureObject->bind();
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@@ -171,7 +171,7 @@ void Texture1D::apply(State& state) const
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{
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// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
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textureObject = generateTextureObject(contextID,GL_TEXTURE_1D);
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textureObject = generateTextureObject(this, contextID,GL_TEXTURE_1D);
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textureObject->bind();
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@@ -196,7 +196,7 @@ void Texture1D::apply(State& state) const
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else if ( (_textureWidth!=0) && (_internalFormat!=0) )
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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contextID,GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
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this,contextID,GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
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textureObject->bind();
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@@ -378,7 +378,7 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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_min_filter = LINEAR;
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_mag_filter = LINEAR;
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_1D);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID,GL_TEXTURE_1D);
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textureObject->bind();
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