Texture binding
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@@ -40,6 +40,8 @@ public:
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void PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
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void PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
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void BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap);
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std::vector<GLuint> ResolveSourceHistoryTextures(GLuint fallbackTexture, unsigned historyCap) const;
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std::vector<GLuint> ResolveTemporalHistoryTextures(const RuntimeRenderState& state, GLuint fallbackTexture, unsigned historyCap) const;
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GLuint ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
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unsigned SourceAvailableCount() const;
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unsigned AvailableCountForLayer(const std::string& layerId) const;
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