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authorchai <chaifix@163.com>2021-11-04 14:48:07 +0800
committerchai <chaifix@163.com>2021-11-04 14:48:07 +0800
commitae2c6b26c2453cfb84153c39861a1bcd02479a85 (patch)
tree259457dcd09db3c256ff613c4483e67495d29fec /Runtime/Graphics/GfxDevice.cpp
parentd7c051cecf0db9056e94d5e80146aa0b066e606b (diff)
-textureUnitBucket
Diffstat (limited to 'Runtime/Graphics/GfxDevice.cpp')
-rw-r--r--Runtime/Graphics/GfxDevice.cpp28
1 files changed, 13 insertions, 15 deletions
diff --git a/Runtime/Graphics/GfxDevice.cpp b/Runtime/Graphics/GfxDevice.cpp
index e172756..f83a9b4 100644
--- a/Runtime/Graphics/GfxDevice.cpp
+++ b/Runtime/Graphics/GfxDevice.cpp
@@ -3,9 +3,19 @@
#include "Runtime/Math/Math.h"
static bool deviceInited = false;
+//
+//static const std::vector<byte> s_AvailableTextureUnitPreset = {0,1,2,3,4,5,6,7}; // 最多支持8个贴图
+//static std::vector<byte> s_TextureUnitBucket = s_AvailableTextureUnitPreset;
-static const std::vector<byte> s_AvailableTextureUnitPreset = {0,1,2,3,4,5,6,7}; // 最多支持8个贴图
-static std::vector<byte> s_TextureUnitBucket = s_AvailableTextureUnitPreset;
+static const int kMaxAvailableTextureUnitCount = 8; // 最多支持8个贴图
+static int s_CurAvailableTextureUnit = 0;
+
+static int ClaimTextureUnit()
+{
+ int unit = s_CurAvailableTextureUnit;
+ s_CurAvailableTextureUnit = (s_CurAvailableTextureUnit + 1) % kMaxAvailableTextureUnitCount;
+ return unit;
+}
GfxDevice g_GfxDevice;
@@ -129,14 +139,7 @@ void GfxDevice::SetUniformMat4(const char* name, Matrix44 mat4)
void GfxDevice::SetUniformTexture(const char* name, Texture* texture)
{
- if (s_TextureUnitBucket.size() == 0)
- {
- log_error("No available texture unit. Too many textures or forget invoke ResetUniformsState()");
- return;
- }
-
- int texUnit = s_TextureUnitBucket.back();
- s_TextureUnitBucket.pop_back();
+ int texUnit = ClaimTextureUnit();
glActiveTexture(GL_TEXTURE0 + texUnit);
glBindTexture(GL_TEXTURE_2D, texture->GetGpuID());
@@ -144,11 +147,6 @@ void GfxDevice::SetUniformTexture(const char* name, Texture* texture)
glUniform1i(loc, texUnit);
}
-void GfxDevice::ResetUniformsState()
-{
- s_TextureUnitBucket = s_AvailableTextureUnitPreset;
-}
-
void GfxDevice::BeginFrame()
{
m_IsInsideFrame = true;