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LibGL: Remove sampling code from Sampler2D

Texture sampling now happens entirely in SoftGPU thus this class will
now only be used to hold the sampler configuration.
This commit is contained in:
Stephan Unverwerth 2021-12-23 13:28:19 +01:00 committed by Brian Gianforcaro
parent 39995548e4
commit 4c944eaa41
4 changed files with 0 additions and 121 deletions

View file

@ -7,20 +7,11 @@
#pragma once
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
namespace GL {
class Texture2D;
class Sampler2D final {
public:
Sampler2D(Texture2D const& texture)
: m_texture(texture)
{
}
GLint min_filter() const { return m_min_filter; }
GLint mag_filter() const { return m_mag_filter; }
GLint wrap_s_mode() const { return m_wrap_s_mode; }
@ -31,11 +22,7 @@ public:
void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
FloatVector4 sample(FloatVector4 const& uv) const;
private:
Texture2D const& m_texture;
GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
GLint m_mag_filter { GL_LINEAR };
GLint m_wrap_s_mode { GL_REPEAT };