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LibGL+LibGPU+LibSoftGPU: Remove concept of layer
in favor of depth
Looking at how Khronos defines layers: https://www.khronos.org/opengl/wiki/Array_Texture We both have 3D textures and layers of 2D textures, which can both be encoded in our existing `Typed3DBuffer` as depth. Since we support depth already in the GPU API, remove layer everywhere. Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number of mipmap levels, so we do not allocate 999 levels on each Image instantiation.
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9 changed files with 54 additions and 65 deletions
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@ -1473,7 +1473,7 @@ void Device::blit_from_color_buffer(NonnullRefPtr<GPU::Image> image, u32 level,
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auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
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auto output_layout = softgpu_image->image_data_layout(level, output_offset);
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auto* output_data = softgpu_image->texel_pointer(0, level, 0, 0, 0);
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auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
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PixelConverter converter { input_layout, output_layout };
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auto conversion_result = converter.convert(input_data, output_data, {});
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@ -1512,7 +1512,7 @@ void Device::blit_from_depth_buffer(NonnullRefPtr<GPU::Image> image, u32 level,
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auto const& softgpu_image = reinterpret_cast<Image*>(image.ptr());
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auto output_layout = softgpu_image->image_data_layout(level, output_offset);
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auto* output_data = softgpu_image->texel_pointer(0, level, 0, 0, 0);
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auto* output_data = softgpu_image->texel_pointer(level, 0, 0, 0);
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PixelConverter converter { input_layout, output_layout };
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auto conversion_result = converter.convert(input_data, output_data, {});
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@ -1629,15 +1629,14 @@ void Device::set_light_model_params(GPU::LightModelParameters const& lighting_mo
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m_lighting_model = lighting_model;
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}
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NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 levels, u32 layers)
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NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels)
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{
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VERIFY(width > 0);
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VERIFY(height > 0);
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VERIFY(depth > 0);
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VERIFY(levels > 0);
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VERIFY(layers > 0);
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VERIFY(max_levels > 0);
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return adopt_ref(*new Image(this, pixel_format, width, height, depth, levels, layers));
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return adopt_ref(*new Image(this, pixel_format, width, height, depth, max_levels));
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}
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void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)
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