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LibGL+LibGPU+LibSoftGPU: Implement texture pixel format support
In OpenGL this is called the (base) internal format which is an expectation expressed by the client for the minimum supported texel storage format in the GPU for textures. Since we store everything as RGBA in a `FloatVector4`, the only thing we do in this patch is remember the expected internal format, and when we write new texels we fixate the value for the alpha channel to 1 for two formats that require it. `PixelConverter` has learned how to transform pixels during transfer to support this.
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13 changed files with 141 additions and 32 deletions
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@ -57,7 +57,7 @@ public:
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virtual RasterizerOptions options() const = 0;
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virtual LightModelParameters light_model() const = 0;
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virtual NonnullRefPtr<Image> create_image(PixelType const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) = 0;
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virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) = 0;
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virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
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virtual void set_light_state(unsigned, Light const&) = 0;
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@ -21,8 +21,8 @@ public:
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virtual ~Image() { }
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* data, ImageDataLayout const&) = 0;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* data, ImageDataLayout const&) const = 0;
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, ImageDataLayout const&) = 0;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, ImageDataLayout const&) const = 0;
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virtual void copy_texels(Image const& source, u32 source_layer, u32 source_level, Vector3<u32> const& source_offset, Vector3<u32> const& size, u32 destination_layer, u32 destination_level, Vector3<u32> const& destination_offset) = 0;
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void const* ownership_token() const { return m_ownership_token; }
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