mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 14:18:31 +09:00
[Fix, Test] (MG_Backend, MG_Impl, MG_State): advertise the uniform-block and stencil-texturing strings a 4.0 context hides behind, forward DEPTH_STENCIL_TEXTURE_MODE to both backends, and stop a reserved transform feedback name passing for an object
This commit is contained in:
@@ -117,7 +117,15 @@ namespace MobileGL::MG_State::GLState {
|
||||
void SetFixedSampleLocations(Bool fixedSampleLocations) override;
|
||||
Uint64 GetLifetimeId() const override;
|
||||
GLenum GetDepthStencilTextureMode() const override { return m_depthStencilTextureMode; }
|
||||
void SetDepthStencilTextureMode(GLenum mode) override { m_depthStencilTextureMode = mode; }
|
||||
// Bumps the params version like every other backend-visible texture parameter: the mode
|
||||
// decides which ASPECT of a packed depth/stencil image a sampler reads, which DirectGLES
|
||||
// forwards as a texture parameter and DirectVulkan bakes into the sampled image view. A
|
||||
// silent write here would leave both backends showing the aspect they last built.
|
||||
void SetDepthStencilTextureMode(GLenum mode) override {
|
||||
if (m_depthStencilTextureMode == mode) return;
|
||||
m_depthStencilTextureMode = mode;
|
||||
++m_textureParamsVersion;
|
||||
}
|
||||
|
||||
protected:
|
||||
static Uint64 AllocateLifetimeId();
|
||||
|
||||
Reference in New Issue
Block a user