Implement OGL sampler cache. Allows binding a texture multiple times with different parameters. Also possibly gives a very small speed improvement.

This commit is contained in:
Jordan Woyak
2013-02-19 18:22:38 -06:00
parent d93e57ff22
commit f2647a1216
8 changed files with 245 additions and 72 deletions

View File

@ -205,6 +205,7 @@
<ClCompile Include="Src\ProgramShaderCache.cpp" />
<ClCompile Include="Src\RasterFont.cpp" />
<ClCompile Include="Src\Render.cpp" />
<ClCompile Include="Src\SamplerCache.cpp" />
<ClCompile Include="Src\StreamBuffer.cpp" />
<ClCompile Include="Src\stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
@ -228,6 +229,7 @@
<ClInclude Include="Src\ProgramShaderCache.h" />
<ClInclude Include="Src\RasterFont.h" />
<ClInclude Include="Src\Render.h" />
<ClInclude Include="Src\SamplerCache.h" />
<ClInclude Include="Src\StreamBuffer.h" />
<ClInclude Include="Src\stdafx.h" />
<ClInclude Include="Src\TextureCache.h" />