Layer program split
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@@ -10,6 +10,7 @@ class ShaderTextureBindings
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{
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public:
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using LayerProgram = OpenGLRenderer::LayerProgram;
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using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
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struct RuntimeTextureBinding
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{
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@@ -29,9 +30,9 @@ public:
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bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
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GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
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void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const;
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void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const;
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RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
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const LayerProgram& layerProgram,
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const PassProgram& passProgram,
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GLuint layerInputTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const;
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