set_resource(texture_stack, state.texture_count, tag, { tex, samp, level });
}
+void Renderer::set_storage_texture(Tag tag, const Texture *tex)
+{
+ State &state = get_state();
+ set_resource(texture_stack, state.texture_count, tag, { tex, 0, 0 });
+}
+
template<typename T>
void Renderer::set_resource(vector<BoundResource<T>> &stack, unsigned &count, Tag tag, const T &res)
{
if(t.binding<0 || shprog_changed)
t.binding = state.shprog->get_uniform_binding(t.tag);
if(t.binding>=0)
- ps.set_texture(t.binding, t.resource.texture, t.resource.level, t.resource.sampler);
+ {
+ if(t.resource.sampler)
+ ps.set_texture(t.binding, t.resource.texture, t.resource.level, t.resource.sampler);
+ else
+ ps.set_storage_texture(t.binding, t.resource.texture);
+ }
}
static const DepthTest default_depth_test;