GPUTexture: Add support for depth_stencil textures.
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@@ -101,8 +101,8 @@ typedef enum GPUTextureFormat {
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GPU_RGB10_A2,
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GPU_RGB10_A2UI,
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GPU_DEPTH32F_STENCIL8,
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GPU_DEPTH24_STENCIL8,
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#endif
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GPU_DEPTH24_STENCIL8,
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/* Texture only format */
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#if 0
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@@ -155,6 +155,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char
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GPUTexture *GPU_texture_create_3D_custom(
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int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
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GPUTexture *GPU_texture_from_blender(
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@@ -183,7 +184,8 @@ void GPU_texture_framebuffer_set(GPUTexture *tex, struct GPUFrameBuffer *fb, int
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int GPU_texture_target(const GPUTexture *tex);
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int GPU_texture_width(const GPUTexture *tex);
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int GPU_texture_height(const GPUTexture *tex);
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int GPU_texture_depth(const GPUTexture *tex);
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bool GPU_texture_depth(const GPUTexture *tex);
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bool GPU_texture_stencil(const GPUTexture *tex);
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int GPU_texture_opengl_bindcode(const GPUTexture *tex);
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#ifdef __cplusplus
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