Texture2DArray now uses dynamically allocated arrays to store Image objects.

TRAC #22918 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2267 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent c3419c10
......@@ -398,11 +398,8 @@ class Texture2DArray : public Texture
// Texture2D object as a separate subresource. Each layer would have to be looped over
// to update all the texture layers since they cannot all be updated at once and it makes the most
// sense for the Image class to not have to worry about layer subresource as well as mip subresources.
// A future optimization is to dynamically allocate each mip's layers so that such a large number
// of Image classes are not required.
GLsizei mLayerCounts[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS][IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS];
rx::Image **mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
rx::TextureStorageInterface2DArray *mTexStorage;
......
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