Support multisample textures in framebuffers
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a758535700
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d1884e4e83
2 changed files with 26 additions and 5 deletions
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@ -34,17 +34,20 @@ namespace psemek::gfx
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void color(texture_1d const & tex, int attachment = 0);
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void color(texture_2d const & tex, int attachment = 0);
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void color(texture_2d_multisample const & tex, int attachment = 0);
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void color(texture_3d const & tex, int layer, int attachment = 0);
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void color(texture_2d_array const & tex, int layer, int attachment = 0);
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void color(texture_cubemap const & tex, int attachment = 0);
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void color(texture_cubemap const & tex, int face, int attachment = 0);
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void color(renderbuffer const & rb, int attachment = 0);
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void depth(texture_2d const & tex);
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void depth(texture_2d_multisample const & tex);
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void depth(texture_2d_array const & tex, int layer);
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void depth(texture_cubemap const & tex);
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void depth(texture_cubemap const & tex, int face);
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void depth(renderbuffer const & rb);
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void depth_stencil(texture_2d const & tex);
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void depth_stencil(texture_2d_multisample const & tex);
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void depth_stencil(texture_2d_array const & tex, int layer);
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void depth_stencil(texture_cubemap const & tex);
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void depth_stencil(texture_cubemap const & tex, int face);
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@ -70,19 +70,25 @@ namespace psemek::gfx
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void framebuffer::color(texture_1d const & tex, int attachment)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, gl::TEXTURE_1D, tex.id(), 0);
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
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}
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void framebuffer::color(texture_2d const & tex, int attachment)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, gl::TEXTURE_2D, tex.id(), 0);
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
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}
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void framebuffer::color(texture_2d_multisample const & tex, int attachment)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0);
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}
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void framebuffer::color(texture_3d const & tex, int layer, int attachment)
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{
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bind();
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gl::FramebufferTexture3D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, gl::TEXTURE_3D, tex.id(), 0, layer);
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gl::FramebufferTexture3D(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, tex.target, tex.id(), 0, layer);
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}
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void framebuffer::color(texture_2d_array const & tex, int layer, int attachment)
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@ -112,7 +118,13 @@ namespace psemek::gfx
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void framebuffer::depth(texture_2d const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, gl::TEXTURE_2D, tex.id(), 0);
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.target, tex.id(), 0);
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}
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void framebuffer::depth(texture_2d_multisample const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, tex.target, tex.id(), 0);
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}
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void framebuffer::depth(texture_2d_array const & tex, int layer)
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@ -142,7 +154,13 @@ namespace psemek::gfx
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void framebuffer::depth_stencil(texture_2d const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, tex.id(), 0);
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.target, tex.id(), 0);
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}
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void framebuffer::depth_stencil(texture_2d_multisample const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, tex.target, tex.id(), 0);
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}
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void framebuffer::depth_stencil(texture_2d_array const & tex, int layer)
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