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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/GL/gl.h>
#include <LibGL/Tex/Texture2D.h>
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)
{
// NOTE: Some target, format, and internal formats are currently unsupported.
// Considering we control this library, and `gl.h` itself, we don't need to add any
// checks here to see if we support them; the program will simply fail to compile..
auto& mip = m_mipmaps[lod];
m_internal_format = internal_format;
mip.set_width(input_layout.selection.width);
mip.set_height(input_layout.selection.height);
// 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);
}
void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_layout, Vector3<i32> 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(0, lod, output_offset, pixels, input_layout);
}
}
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