GPUDevice: Improve texture pooling
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@ -15,7 +15,6 @@ class OpenGLTexture final : public GPUTexture
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friend OpenGLDevice;
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public:
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OpenGLTexture();
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OpenGLTexture(const OpenGLTexture&) = delete;
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~OpenGLTexture();
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@ -23,16 +22,15 @@ public:
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static const std::tuple<GLenum, GLenum, GLenum>& GetPixelFormatMapping(Format format, bool gles);
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ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
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bool IsValid() const override { return m_id != 0; }
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
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bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
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void Unmap() override;
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void SetDebugName(const std::string_view& name) override;
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bool Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format,
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const void* data = nullptr, u32 data_pitch = 0);
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void Destroy();
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static std::unique_ptr<OpenGLTexture> Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
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Format format, const void* data = nullptr, u32 data_pitch = 0);
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bool UseTextureStorage() const;
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@ -46,6 +44,8 @@ public:
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OpenGLTexture& operator=(const OpenGLTexture&) = delete;
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private:
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OpenGLTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format, GLuint id);
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GLuint m_id = 0;
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u32 m_map_offset = 0;
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