Lines Matching defs:texture

64     // and cube map texture state vectors respectively associated with them.
65 // In order that access to these initial textures not be lost, they are treated as texture
331 void Context::deleteTexture(GLuint texture)
333 if (mResourceManager->getTexture(texture))
335 detachTexture(texture);
338 mResourceManager->deleteTexture(texture);
517 void Context::bindTexture(GLenum target, GLuint texture)
519 mResourceManager->checkTextureAllocation(texture, target);
521 mState.setSamplerTexture(target, getTexture(texture));
1403 Texture* texture = getSamplerTexture(textureUnit, textureType);
1404 if (texture->getSamplerState().swizzleRequired())
1406 mRenderer->generateSwizzle(texture);
1419 // looks up the corresponding OpenGL texture image unit and texture type,
1420 // and sets the texture and its addressing/filtering state (or NULL when inactive).
1432 Texture* texture = getSamplerTexture(textureUnit, textureType);
1433 texture->getSamplerStateWithNativeOffset(&sampler);
1442 if (texture->isSamplerComplete(sampler, mTextureCaps, mExtensions, mClientVersion) &&
1443 !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
1446 mRenderer->setTexture(shaderType, samplerIndex, texture);
1450 // Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
1457 // No texture bound to this slot even though it is used by the shader, bind a NULL texture
1866 void Context::detachTexture(GLuint texture)
1872 mState.detachTexture(texture);
2175 Texture *texture = attachment->getTexture();
2176 (*outSerialArray)[serialCount++] = texture->getTextureSerial();