return mInstance->getLayer();
}
+GLint Renderbuffer::getLevel() const
+{
+ return mInstance->getLevel();
+}
+
GLenum Renderbuffer::getFormat() const
{
return mInstance->getFormat();
return mInstance->getSamples();
}
+void Renderbuffer::setLayer(GLint layer)
+{
+ return mInstance->setLayer(layer);
+}
+
+void Renderbuffer::setLevel(GLint level)
+{
+ return mInstance->setLevel(level);
+}
+
void Renderbuffer::setStorage(RenderbufferStorage *newStorage)
{
ASSERT(newStorage != NULL);
virtual GLsizei getHeight() const = 0;\r
virtual GLsizei getDepth() const { return 1; }\r
virtual GLint getLayer() const { return 0; }\r
+ virtual GLint getLevel() const { return 0; }\r
virtual GLenum getFormat() const = 0;\r
virtual sw::Format getInternalFormat() const = 0;\r
virtual GLsizei getSamples() const = 0;\r
\r
+ virtual void setLayer(GLint) {}\r
+ virtual void setLevel(GLint) {}\r
+\r
GLuint getRedSize() const;\r
GLuint getGreenSize() const;\r
GLuint getBlueSize() const;\r
\r
virtual GLsizei getWidth() const;\r
virtual GLsizei getHeight() const;\r
+ virtual GLint getLevel() const { return mLevel; }\r
virtual GLenum getFormat() const;\r
virtual sw::Format getInternalFormat() const;\r
virtual GLsizei getSamples() const;\r
\r
+ virtual void setLevel(GLint level) { mLevel = level; }\r
+\r
private:\r
gl::BindingPointer<Texture2D> mTexture2D;\r
GLint mLevel;\r
virtual GLsizei getHeight() const;\r
virtual GLsizei getDepth() const;\r
virtual GLint getLayer() const { return mLayer; }\r
+ virtual GLint getLevel() const { return mLevel; }\r
virtual GLenum getFormat() const;\r
virtual sw::Format getInternalFormat() const;\r
virtual GLsizei getSamples() const;\r
\r
+ virtual void setLayer(GLint layer) { mLayer = layer; }\r
+ virtual void setLevel(GLint level) { mLevel = level; }\r
+\r
private:\r
gl::BindingPointer<Texture3D> mTexture3D;\r
GLint mLevel;\r
\r
virtual GLsizei getWidth() const;\r
virtual GLsizei getHeight() const;\r
+ virtual GLint getLevel() const { return mLevel; }\r
virtual GLenum getFormat() const;\r
virtual sw::Format getInternalFormat() const;\r
virtual GLsizei getSamples() const;\r
\r
+ virtual void setLevel(GLint level) { mLevel = level; }\r
+\r
private:\r
gl::BindingPointer<TextureCubeMap> mTextureCubeMap;\r
GLenum mTarget;\r
GLsizei getHeight() const;\r
GLsizei getDepth() const;\r
GLint getLayer() const;\r
+ GLint getLevel() const;\r
GLenum getFormat() const;\r
sw::Format getInternalFormat() const;\r
GLuint getRedSize() const;\r
GLuint getStencilSize() const;\r
GLsizei getSamples() const;\r
\r
+ void setLayer(GLint layer);\r
+ void setLevel(GLint level);\r
void setStorage(RenderbufferStorage *newStorage);\r
\r
private:\r
{\r
mColorbufferProxy = new Renderbuffer(name, new RenderbufferTexture2D(this, level));\r
}\r
+ else\r
+ {\r
+ mColorbufferProxy->setLevel(level);\r
+ }\r
\r
return mColorbufferProxy;\r
}\r
{\r
mFaceProxies[face] = new Renderbuffer(name, new RenderbufferTextureCubeMap(this, target, level));\r
}\r
+ else\r
+ {\r
+ mFaceProxies[face]->setLevel(level);\r
+ }\r
\r
return mFaceProxies[face];\r
}\r
{\r
mColorbufferProxy = new Renderbuffer(name, new RenderbufferTexture3D(this, level, layer));\r
}\r
+ else\r
+ {\r
+ mColorbufferProxy->setLevel(level);\r
+ mColorbufferProxy->setLayer(layer);\r
+ }\r
\r
return mColorbufferProxy;\r
}\r