gl-render-manager: Need to actually bind newly created textures.

This commit is contained in:
Henrik Rydgård committed 2018-01-27 15:10:17 +01:00
1 parent 8a1e7347b9
commit 9094410fd1
3 files changed
+40 -18

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+9 -2
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@@ -200,13 +200,19 @@ void GLRenderManager::CopyFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLR
step->copy.dstPos = dstPos;
step->copy.src = src;
step->copy.dst = dst;
step->copy.dstPos = dstPos;
step->copy.aspectMask = aspectMask;
steps_.push_back(step);
}
void GLRenderManager::BlitFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLRect2D dstRect, int aspectMask, bool filter) {
Crash();
GLRStep * step = new GLRStep{ GLRStepType::BLIT };
step->blit.srcRect = srcRect;
step->blit.dstRect = dstRect;
step->blit.src = src;
step->blit.dst = dst;
step->blit.aspectMask = aspectMask;
step->blit.filter = filter;
steps_.push_back(step);
}
void GLRenderManager::BeginFrame() {
@@ -229,6 +235,7 @@ void GLRenderManager::BeginFrame() {
// vkWaitForFences(device, 1, &frameData.fence, true, UINT64_MAX);
// vkResetFences(device, 1, &frameData.fence);
// glFenceSync(...)
// Must be after the fence - this performs deletes.
VLOG("PUSH: BeginFrame %d", curFrame);