gpu: add binding flags to Backend.NewTexture

Direct3D needs to know the texture bind usage up front, in particular
whether the texture is going to be used as a render target.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-20 23:21:06 +01:00
parent 411f566e3f
commit cae97a9861
4 changed files with 7 additions and 4 deletions
+1 -1
View File
@@ -171,7 +171,7 @@ func (b *Backend) DefaultFramebuffer() gpu.Framebuffer {
return b.defFBO
}
func (b *Backend) NewTexture(format gpu.TextureFormat, width, height int, minFilter, magFilter gpu.TextureFilter) gpu.Texture {
func (b *Backend) NewTexture(format gpu.TextureFormat, width, height int, minFilter, magFilter gpu.TextureFilter, binding gpu.BufferBinding) gpu.Texture {
tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture()}
switch format {
case gpu.TextureFormatFloat: