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authorassiduous <assiduous@diligentgraphics.com>2020-11-06 06:46:17 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-11-06 06:46:17 +0000
commit4de58520987882e1daa162e31cabca3f334c20a8 (patch)
tree29ec4a5327f00f205ca4c370a5e1f9fd7dea5e4f /Graphics/GraphicsEngineOpenGL
parentRefactored BufferBase (diff)
downloadDiligentCore-4de58520987882e1daa162e31cabca3f334c20a8.tar.gz
DiligentCore-4de58520987882e1daa162e31cabca3f334c20a8.zip
Refactored TextureBase
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
-rw-r--r--Graphics/GraphicsEngineOpenGL/src/TextureBaseGL.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/src/TextureBaseGL.cpp b/Graphics/GraphicsEngineOpenGL/src/TextureBaseGL.cpp
index 243ab1c9..77e681f7 100644
--- a/Graphics/GraphicsEngineOpenGL/src/TextureBaseGL.cpp
+++ b/Graphics/GraphicsEngineOpenGL/src/TextureBaseGL.cpp
@@ -359,7 +359,7 @@ void TextureBaseGL::CreateViewInternal(const struct TextureViewDesc& OrigViewDes
try
{
auto ViewDesc = OrigViewDesc;
- CorrectTextureViewDesc(ViewDesc);
+ ValidatedAndCorrectTextureViewDesc(m_Desc, ViewDesc);
auto* pDeviceGLImpl = GetDevice();
auto& TexViewAllocator = pDeviceGLImpl->GetTexViewObjAllocator();
@@ -598,7 +598,7 @@ void TextureBaseGL::CopyData(DeviceContextGLImpl* pDeviceCtxGL,
TextureViewDesc SRVDesc;
SRVDesc.TextureDim = SrcTexDesc.Type;
SRVDesc.ViewType = TEXTURE_VIEW_SHADER_RESOURCE;
- CorrectTextureViewDesc(SRVDesc);
+ ValidatedAndCorrectTextureViewDesc(m_Desc, SRVDesc);
// Note: texture view allocates memory for the copy of the name
// If the name is empty, memory should not be allocated
// We have to provide allocator even though it will never be used
@@ -617,7 +617,7 @@ void TextureBaseGL::CopyData(DeviceContextGLImpl* pDeviceCtxGL,
RTVDesc.FirstArraySlice = DepthSlice + DstSlice;
RTVDesc.MostDetailedMip = DstMipLevel;
RTVDesc.NumArraySlices = 1;
- CorrectTextureViewDesc(RTVDesc);
+ ValidatedAndCorrectTextureViewDesc(m_Desc, RTVDesc);
// Note: texture view allocates memory for the copy of the name
// If the name is empty, memory should not be allocated
// We have to provide allocator even though it will never be used