Bind textures to image samplers by default with read/write access without warning

This commit is contained in:
rdb 2015-05-24 15:03:08 +01:00
parent e2dfc935a1
commit 5d84cc22a9

View File

@ -1857,10 +1857,8 @@ update_shader_texture_bindings(ShaderContext *prev) {
tex = param->get_texture();
} else if (sinp->get_value_type() == ShaderInput::M_texture) {
// This used to be legal, so just issue a warning.
// People find it convenient to be able to pass a texture without further ado.
tex = sinp->get_texture();
GLCAT.warning()
<< "Texture input " << *input._name << " was not specified as an image binding\n";
} else {
GLCAT.error()
@ -1904,7 +1902,7 @@ update_shader_texture_bindings(ShaderContext *prev) {
internal_format = _glgsg->get_internal_image_format(tex, true);
}
GLenum access = GL_READ_ONLY;
GLenum access = GL_READ_WRITE;
GLint bind_level = 0;
GLint bind_layer = 0;
GLboolean layered = GL_TRUE;