Modify texture storage classes to store a base and max level, instead of a range of levels.
TRAC #23978
Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
diff --git a/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
index d033230..02cadd9 100644
--- a/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -3004,24 +3004,24 @@
return new TextureStorage11_2D(this, swapChain11);
}
-TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
+TextureStorage *Renderer11::createTextureStorage2D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
{
- return new TextureStorage11_2D(this, levels, internalformat, renderTarget, width, height);
+ return new TextureStorage11_2D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height);
}
-TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, bool renderTarget, int size)
+TextureStorage *Renderer11::createTextureStorageCube(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, int size)
{
- return new TextureStorage11_Cube(this, levels, internalformat, renderTarget, size);
+ return new TextureStorage11_Cube(this, baseLevel, maxLevel, internalformat, renderTarget, size);
}
-TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
+TextureStorage *Renderer11::createTextureStorage3D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
{
- return new TextureStorage11_3D(this, levels, internalformat, renderTarget, width, height, depth);
+ return new TextureStorage11_3D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
}
-TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
+TextureStorage *Renderer11::createTextureStorage2DArray(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
{
- return new TextureStorage11_2DArray(this, levels, internalformat, renderTarget, width, height, depth);
+ return new TextureStorage11_2DArray(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
}
void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,