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VideoBackends: add support for cube maps for OGL, Vulkan, and D3D
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@ -39,6 +39,7 @@ enum AbstractTextureFlag : u32
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{
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AbstractTextureFlag_RenderTarget = (1 << 0), // Texture is used as a framebuffer.
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AbstractTextureFlag_ComputeImage = (1 << 1), // Texture is used as a compute image.
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AbstractTextureFlag_CubeMap = (1 << 2), // Texture is used as a cube map.
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};
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struct TextureConfig
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@ -61,6 +62,7 @@ struct TextureConfig
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bool IsMultisampled() const { return samples > 1; }
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bool IsRenderTarget() const { return (flags & AbstractTextureFlag_RenderTarget) != 0; }
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bool IsComputeImage() const { return (flags & AbstractTextureFlag_ComputeImage) != 0; }
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bool IsCubeMap() const { return (flags & AbstractTextureFlag_CubeMap) != 0; }
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u32 width = 0;
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u32 height = 0;
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