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GLTextures store the source for easier debugging
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2 changed files with 2 additions and 0 deletions
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@ -135,6 +135,7 @@ float GLTexture::getMemoryPressure() {
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// Create the texture and allocate storage
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GLTexture::GLTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id, bool transferrable) :
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GLObject(backend, texture, id),
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_source(texture.source()),
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_storageStamp(texture.getStamp()),
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_target(getGLTextureType(texture)),
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_internalFormat(gl::GLTexelFormat::evalGLTexelFormatInternal(texture.getTexelFormat())),
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@ -111,6 +111,7 @@ public:
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~GLTexture();
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const GLuint& _texture { _id };
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const std::string _source;
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const Stamp _storageStamp;
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const GLenum _target;
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const GLenum _internalFormat;
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