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serenity/Userland/Libraries/LibSoftGPU/Image.h
Jelle Raaijmakers dda5987684 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.
2022-09-11 22:37:07 +01:00

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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/FixedArray.h>
#include <AK/RefPtr.h>
#include <LibGPU/Image.h>
#include <LibGPU/ImageDataLayout.h>
#include <LibGPU/ImageFormat.h>
#include <LibGfx/Vector3.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Buffer/Typed3DBuffer.h>
namespace SoftGPU {
class Image final : public GPU::Image {
public:
Image(void const* ownership_token, GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels);
u32 level_width(u32 level) const { return m_mipmap_buffers[level]->width(); }
u32 level_height(u32 level) const { return m_mipmap_buffers[level]->height(); }
u32 level_depth(u32 level) const { return m_mipmap_buffers[level]->depth(); }
u32 num_levels() const { return m_num_levels; }
bool width_is_power_of_two() const { return m_width_is_power_of_two; }
bool height_is_power_of_two() const { return m_height_is_power_of_two; }
bool depth_is_power_of_two() const { return m_depth_is_power_of_two; }
GPU::ImageDataLayout image_data_layout(u32 level, Vector3<i32> offset) const;
FloatVector4 texel(u32 level, int x, int y, int z) const
{
return *texel_pointer(level, x, y, z);
}
void set_texel(u32 level, int x, int y, int z, FloatVector4 const& color)
{
*texel_pointer(level, x, y, z) = color;
}
virtual void write_texels(u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const&) override;
virtual void read_texels(u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const&) const override;
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;
FloatVector4 const* texel_pointer(u32 level, int x, int y, int z) const
{
return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
}
FloatVector4* texel_pointer(u32 level, int x, int y, int z)
{
return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
}
private:
u32 m_num_levels { 0 };
GPU::PixelFormat m_pixel_format;
FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>> m_mipmap_buffers;
bool m_width_is_power_of_two { false };
bool m_height_is_power_of_two { false };
bool m_depth_is_power_of_two { false };
};
}