public void SetSampler(uint textureUnit, OpenGLSampler sampler)
        {
            if (_textureUnitSamplers[textureUnit].Sampler != sampler)
            {
                bool mipmapped = false;
                OpenGLTextureView texBinding = _textureUnitTextures[textureUnit];
                if (texBinding != null)
                {
                    mipmapped = texBinding.Target.MipLevels > 1;
                }

                uint samplerID = mipmapped ? sampler.MipmapSampler : sampler.NoMipmapSampler;
                glBindSampler(textureUnit, samplerID);
                CheckLastError();

                _textureUnitSamplers[textureUnit] = new BoundSamplerStateInfo(sampler, mipmapped);
            }
            else if (_textureUnitTextures[textureUnit] != null)
            {
                EnsureSamplerMipmapState(textureUnit, _textureUnitTextures[textureUnit].Target.MipLevels > 1);
            }
        }
Exemple #2
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        public void SetTexture(uint textureUnit, OpenGLTextureView textureView)
        {
            uint textureID = textureView.GLTargetTexture;

            if (_textureUnitTextures[textureUnit] != textureView)
            {
                if (_dsaAvailable)
                {
                    glBindTextureUnit(textureUnit, textureID);
                    CheckLastError();
                }
                else
                {
                    SetActiveTextureUnit(textureUnit);
                    glBindTexture(textureView.TextureTarget, textureID);
                    CheckLastError();
                }

                EnsureSamplerMipmapState(textureUnit, textureView.MipLevels > 1);
                _textureUnitTextures[textureUnit] = textureView;
            }
        }