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Log reserving texture units
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2 changed files with 21 additions and 1 deletions
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@ -568,7 +568,6 @@ namespace MWRender
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{
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{
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int skyTextureUnit = mResourceSystem->getSceneManager()->getShaderManager().reserveGlobalTextureUnits(
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int skyTextureUnit = mResourceSystem->getSceneManager()->getShaderManager().reserveGlobalTextureUnits(
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Shader::ShaderManager::Slot::SkyTexture);
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Shader::ShaderManager::Slot::SkyTexture);
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Log(Debug::Info) << "Reserving texture unit for sky RTT: " << skyTextureUnit;
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mPerViewUniformStateUpdater->enableSkyRTT(skyTextureUnit, mSky->getSkyRTT());
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mPerViewUniformStateUpdater->enableSkyRTT(skyTextureUnit, mSky->getSkyRTT());
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}
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}
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@ -713,6 +713,27 @@ namespace Shader
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mReservedTextureUnitsBySlot[static_cast<int>(slot)] = unit;
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mReservedTextureUnitsBySlot[static_cast<int>(slot)] = unit;
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std::string_view slotDescr;
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switch (slot)
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{
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case Slot::OpaqueDepthTexture:
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slotDescr = "opaque depth texture";
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break;
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case Slot::SkyTexture:
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slotDescr = "sky RTT";
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break;
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case Slot::ShadowMaps:
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slotDescr = "shadow maps";
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break;
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default:
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slotDescr = "UNKNOWN";
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}
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if (unit.count == 1)
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Log(Debug::Info) << "Reserving texture unit for " << slotDescr << ": " << unit.index;
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else
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Log(Debug::Info) << "Reserving texture units for " << slotDescr << ": " << unit.index << ".."
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<< (unit.index + count - 1);
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return unit.index;
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return unit.index;
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}
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}
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