Use dynamically sized containers for texture and sampler bindings.
BUG=angle:685
Change-Id: I7af97a95deee69fbdebca2b57403244f45516e67
Reviewed-on: https://chromium-review.googlesource.com/216564
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/ResourceManager.cpp b/src/libGLESv2/ResourceManager.cpp
index eccc139..9121de1 100644
--- a/src/libGLESv2/ResourceManager.cpp
+++ b/src/libGLESv2/ResourceManager.cpp
@@ -366,25 +366,25 @@
}
}
-void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
+void ResourceManager::checkTextureAllocation(GLuint texture, GLenum type)
{
if (!getTexture(texture) && texture != 0)
{
Texture *textureObject;
- if (type == TEXTURE_2D)
+ if (type == GL_TEXTURE_2D)
{
textureObject = new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), texture);
}
- else if (type == TEXTURE_CUBE)
+ else if (type == GL_TEXTURE_CUBE_MAP)
{
textureObject = new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), texture);
}
- else if (type == TEXTURE_3D)
+ else if (type == GL_TEXTURE_3D)
{
textureObject = new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), texture);
}
- else if (type == TEXTURE_2D_ARRAY)
+ else if (type == GL_TEXTURE_2D_ARRAY)
{
textureObject = new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), texture);
}