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-rw-r--r--Userland/Libraries/LibGL/GLContext.cpp4
-rw-r--r--Userland/Libraries/LibGL/Tex/Texture2D.cpp10
2 files changed, 7 insertions, 7 deletions
diff --git a/Userland/Libraries/LibGL/GLContext.cpp b/Userland/Libraries/LibGL/GLContext.cpp
index 3c08102143..4712fed66c 100644
--- a/Userland/Libraries/LibGL/GLContext.cpp
+++ b/Userland/Libraries/LibGL/GLContext.cpp
@@ -16,11 +16,11 @@
#include <AK/Vector.h>
#include <LibGL/GLContext.h>
#include <LibGPU/Enums.h>
+#include <LibGPU/ImageFormat.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Painter.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Device.h>
-#include <LibSoftGPU/ImageFormat.h>
__attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
@@ -927,7 +927,7 @@ void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_forma
// that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
// To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
// All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete.
- texture_2d->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
+ texture_2d->set_device_image(m_rasterizer.create_image(GPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
m_sampler_config_is_dirty = true;
}
diff --git a/Userland/Libraries/LibGL/Tex/Texture2D.cpp b/Userland/Libraries/LibGL/Tex/Texture2D.cpp
index dd33c3a104..662a938bf1 100644
--- a/Userland/Libraries/LibGL/Tex/Texture2D.cpp
+++ b/Userland/Libraries/LibGL/Tex/Texture2D.cpp
@@ -66,16 +66,16 @@ void Texture2D::replace_sub_texture_data(GLuint lod, GLint xoffset, GLint yoffse
layout.depth_stride = 0;
if (type == GL_UNSIGNED_SHORT_5_6_5) {
- layout.format = SoftGPU::ImageFormat::RGB565;
+ layout.format = GPU::ImageFormat::RGB565;
} else if (type == GL_UNSIGNED_BYTE) {
if (format == GL_RGB)
- layout.format = SoftGPU::ImageFormat::RGB888;
+ layout.format = GPU::ImageFormat::RGB888;
else if (format == GL_BGR)
- layout.format = SoftGPU::ImageFormat::BGR888;
+ layout.format = GPU::ImageFormat::BGR888;
else if (format == GL_RGBA)
- layout.format = SoftGPU::ImageFormat::RGBA8888;
+ layout.format = GPU::ImageFormat::RGBA8888;
else if (format == GL_BGRA)
- layout.format = SoftGPU::ImageFormat::BGRA8888;
+ layout.format = GPU::ImageFormat::BGRA8888;
}
Vector3<unsigned> offset {