2 #include <msp/gl/extensions/arb_multitexture.h>
3 #include <msp/gl/extensions/arb_vertex_shader.h>
4 #include "deviceinfo.h"
15 vector<TexUnit> TexUnit::units;
16 TexUnit *TexUnit::cur_unit = 0;
23 bool TexUnit::set_texture(const Texture *tex)
25 bool result = (tex!=texture);
30 bool TexUnit::set_sampler(const Sampler *samp)
32 bool result = (samp!=sampler);
39 if(cur_unit!=this && (cur_unit || index))
40 glActiveTexture(GL_TEXTURE0+index);
44 unsigned TexUnit::get_n_units()
46 return Limits::get_global().max_texture_bindings;
49 TexUnit &TexUnit::get_unit(unsigned n)
52 static Require _req(ARB_multitexture);
53 if(n>=Limits::get_global().max_texture_bindings)
54 throw out_of_range("TexUnit::get_unit");
58 unsigned i = units.size();
59 units.resize(n+1, TexUnit());
60 for(; i<units.size(); ++i)
67 TexUnit &TexUnit::current()
74 TexUnit *TexUnit::find_unit(const Texture *tex)
76 for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)