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Looking at how Khronos defines layers: https://www.khronos.org/opengl/wiki/Array_Texture We both have 3D textures and layers of 2D textures, which can both be encoded in our existing `Typed3DBuffer` as depth. Since we support depth already in the GPU API, remove layer everywhere. Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number of mipmap levels, so we do not allocate 999 levels on each Image instantiation.
48 lines
1.8 KiB
C++
48 lines
1.8 KiB
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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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/Texture2D.h>
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namespace GL {
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void Texture2D::download_texture_data(GLuint lod, GPU::ImageDataLayout output_layout, GLvoid* pixels)
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{
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VERIFY(!device_image().is_null());
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device_image()->read_texels(lod, { 0, 0, 0 }, pixels, output_layout);
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}
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void Texture2D::upload_texture_data(GLuint lod, GLenum internal_format, GPU::ImageDataLayout input_layout, GLvoid const* pixels)
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{
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// NOTE: Some target, format, and internal formats are currently unsupported.
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// Considering we control this library, and `gl.h` itself, we don't need to add any
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// checks here to see if we support them; the program will simply fail to compile..
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auto& mip = m_mipmaps[lod];
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m_internal_format = internal_format;
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mip.set_width(input_layout.selection.width);
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mip.set_height(input_layout.selection.height);
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// No pixel data was supplied; leave the texture memory uninitialized.
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if (pixels == nullptr)
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return;
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replace_sub_texture_data(lod, input_layout, { 0, 0, 0 }, pixels);
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}
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void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_layout, Vector3<i32> const& output_offset, GLvoid const* pixels)
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{
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// FIXME: We currently depend on the first glTexImage2D call to attach an image to mipmap level 0, which initializes the GPU image
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// Ideally we would create separate GPU images for each level and merge them into a final image
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// once used for rendering for the first time.
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VERIFY(!device_image().is_null());
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device_image()->write_texels(0, lod, output_offset, pixels, input_layout);
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}
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}
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