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* Minor improvement to Vulkan pipeline state and bindings management * Clean up buffer textures too * Use glBindTextureUnit
45 lines
1.1 KiB
C#
45 lines
1.1 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBase
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{
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public int Handle { get; protected set; }
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public TextureCreateInfo Info { get; }
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public int Width => Info.Width;
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public int Height => Info.Height;
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public float ScaleFactor { get; }
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public Target Target => Info.Target;
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public Format Format => Info.Format;
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public TextureBase(TextureCreateInfo info, float scaleFactor = 1f)
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{
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Info = info;
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ScaleFactor = scaleFactor;
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Handle = GL.GenTexture();
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}
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public void Bind(int unit)
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{
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Bind(Target.Convert(), unit);
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}
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protected void Bind(TextureTarget target, int unit)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + unit);
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GL.BindTexture(target, Handle);
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}
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public static void ClearBinding(int unit)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + unit);
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GL.BindTextureUnit(unit, 0);
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}
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}
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}
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