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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.
35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/RefCounted.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGfx/Vector3.h>
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namespace GPU {
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class Image : public RefCounted<Image> {
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public:
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Image(void const* ownership_token)
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: m_ownership_token { ownership_token }
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{
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}
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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* 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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bool has_same_ownership_token(Image const& other) const { return other.ownership_token() == ownership_token(); }
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private:
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void const* const m_ownership_token { nullptr };
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};
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}
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