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LibGL: Verify Texture2D
existence
The code currently guarantees that we always have a target texture.
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commit
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2 changed files with 6 additions and 15 deletions
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@ -13,9 +13,7 @@ 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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if (device_image().is_null())
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return;
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VERIFY(!device_image().is_null());
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device_image()->read_texels(0, lod, { 0, 0, 0 }, pixels, output_layout);
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}
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@ -42,8 +40,7 @@ void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_
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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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if (device_image().is_null())
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return;
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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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