gpu: specify target Texture Backend.NewFramebuffer

OpenGL doesn't care if the texture to a framebuffer changes, but
Direct3D does. Change Backend to better match both APIs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-21 15:02:54 +01:00
parent cae97a9861
commit eb7e11ee8e
3 changed files with 11 additions and 15 deletions
+6 -8
View File
@@ -162,9 +162,13 @@ func (b *Backend) IsTimeContinuous() bool {
return b.funcs.GetInteger(GPU_DISJOINT_EXT) == FALSE
}
func (b *Backend) NewFramebuffer() gpu.Framebuffer {
func (b *Backend) NewFramebuffer(tex gpu.Texture) gpu.Framebuffer {
gltex := tex.(*gpuTexture)
fb := b.funcs.CreateFramebuffer()
return &gpuFramebuffer{funcs: b.funcs, obj: fb}
fbo := &gpuFramebuffer{funcs: b.funcs, obj: fb}
fbo.Bind()
b.funcs.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, gltex.obj, 0)
return fbo
}
func (b *Backend) DefaultFramebuffer() gpu.Framebuffer {
@@ -552,12 +556,6 @@ func (f *gpuFramebuffer) Release() {
f.funcs.DeleteFramebuffer(f.obj)
}
func (f *gpuFramebuffer) BindTexture(t gpu.Texture) {
gltex := t.(*gpuTexture)
f.Bind()
f.funcs.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, gltex.obj, 0)
}
func toTexFilter(f gpu.TextureFilter) int {
switch f {
case gpu.FilterNearest: