diff options
Diffstat (limited to 'Userland/Libraries/LibGL')
-rw-r--r-- | Userland/Libraries/LibGL/GLContext.cpp | 4 | ||||
-rw-r--r-- | Userland/Libraries/LibGL/Tex/Texture2D.cpp | 10 |
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 { |