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Images are stored on the device side. Texture2D and MipMap are now only used to store imformation about the texture and reference to the device image.
25 lines
542 B
C++
25 lines
542 B
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGL/GL/gl.h>
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namespace GL {
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class MipMap {
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public:
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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private:
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GLsizei m_width { 0 };
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GLsizei m_height { 0 };
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};
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}
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