/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2022, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include namespace GL { void Texture2D::download_texture_data(GLuint lod, GPU::ImageDataLayout output_layout, GLvoid* pixels) { VERIFY(!device_image().is_null()); device_image()->read_texels(lod, { 0, 0, 0 }, pixels, output_layout); } void Texture2D::upload_texture_data(GLuint lod, GLenum internal_format, GPU::ImageDataLayout input_layout, GLvoid const* pixels) { m_internal_format = internal_format; // No pixel data was supplied; leave the texture memory uninitialized. if (pixels == nullptr) return; replace_sub_texture_data(lod, input_layout, { 0, 0, 0 }, pixels); if (lod == 0 && m_generate_mipmaps) device_image()->regenerate_mipmaps(); } void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_layout, Vector3 const& output_offset, GLvoid const* pixels) { // FIXME: We currently depend on the first glTexImage2D call to attach an image to mipmap level 0, which initializes the GPU image // Ideally we would create separate GPU images for each level and merge them into a final image // once used for rendering for the first time. VERIFY(!device_image().is_null()); device_image()->write_texels(lod, output_offset, pixels, input_layout); if (lod == 0 && m_generate_mipmaps) device_image()->regenerate_mipmaps(); } void Texture2D::set_generate_mipmaps(bool generate_mipmaps) { if (m_generate_mipmaps == generate_mipmaps) return; m_generate_mipmaps = generate_mipmaps; if (generate_mipmaps && !device_image().is_null()) device_image()->regenerate_mipmaps(); } }