/* * Copyright (c) 2021, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #include #include namespace GL { void TextureUnit::bind_texture_to_target(GLenum texture_target, const RefPtr& texture) { switch (texture_target) { case GL_TEXTURE_2D: m_texture_target_2d = texture; m_currently_bound_texture = texture; m_currently_bound_target = GL_TEXTURE_2D; break; default: VERIFY_NOT_REACHED(); } } void TextureUnit::unbind_texture(GLenum texture_target) { switch (texture_target) { case GL_TEXTURE_2D: m_texture_target_2d = nullptr; m_currently_bound_target = 0; break; default: VERIFY_NOT_REACHED(); } m_currently_bound_texture = nullptr; } }