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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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@ -20,46 +20,44 @@ namespace SoftGPU {
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class Image final : public GPU::Image {
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public:
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Image(void const* ownership_token, GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers);
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Image(void const* ownership_token, GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels);
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u32 level_width(u32 level) const { return m_mipmap_buffers[level]->width(); }
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u32 level_height(u32 level) const { return m_mipmap_buffers[level]->height(); }
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u32 level_depth(u32 level) const { return m_mipmap_buffers[level]->depth(); }
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u32 num_levels() const { return m_num_levels; }
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u32 num_layers() const { return m_num_layers; }
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bool width_is_power_of_two() const { return m_width_is_power_of_two; }
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bool height_is_power_of_two() const { return m_height_is_power_of_two; }
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bool depth_is_power_of_two() const { return m_depth_is_power_of_two; }
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GPU::ImageDataLayout image_data_layout(u32 level, Vector3<i32> offset) const;
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FloatVector4 texel(u32 layer, u32 level, int x, int y, int z) const
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FloatVector4 texel(u32 level, int x, int y, int z) const
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{
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return *texel_pointer(layer, level, x, y, z);
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return *texel_pointer(level, x, y, z);
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}
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void set_texel(u32 layer, u32 level, int x, int y, int z, FloatVector4 const& color)
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void set_texel(u32 level, int x, int y, int z, FloatVector4 const& color)
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{
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*texel_pointer(layer, level, x, y, z) = color;
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*texel_pointer(level, x, y, z) = color;
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}
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const&) override;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const&) const override;
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virtual void copy_texels(GPU::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) override;
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virtual void write_texels(u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const&) override;
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virtual void read_texels(u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const&) const override;
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virtual void copy_texels(GPU::Image const& source, u32 source_level, Vector3<u32> const& source_offset, Vector3<u32> const& size, u32 destination_level, Vector3<u32> const& destination_offset) override;
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FloatVector4 const* texel_pointer(u32 layer, u32 level, int x, int y, int z) const
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FloatVector4 const* texel_pointer(u32 level, int x, int y, int z) const
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{
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return m_mipmap_buffers[layer * m_num_layers + level]->buffer_pointer(x, y, z);
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return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
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}
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FloatVector4* texel_pointer(u32 layer, u32 level, int x, int y, int z)
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FloatVector4* texel_pointer(u32 level, int x, int y, int z)
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{
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return m_mipmap_buffers[layer * m_num_layers + level]->buffer_pointer(x, y, z);
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return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
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}
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private:
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u32 m_num_levels { 0 };
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u32 m_num_layers { 0 };
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GPU::PixelFormat m_pixel_format;
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FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>> m_mipmap_buffers;
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