GL/Texture: Add multi-layer/level support
This commit is contained in:
@ -12,9 +12,12 @@ public:
|
||||
|
||||
static bool UseTextureStorage(bool multisampled);
|
||||
|
||||
bool Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
|
||||
const void* data = nullptr, bool linear_filter = false, bool wrap = false);
|
||||
bool Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GLenum internal_format, GLenum format,
|
||||
GLenum type, const void* data = nullptr, bool linear_filter = false, bool wrap = false);
|
||||
void Replace(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data);
|
||||
void ReplaceImage(u32 layer, u32 level, GLenum format, GLenum type, const void* data);
|
||||
void ReplaceSubImage(u32 layer, u32 level, u32 x, u32 y, u32 width, u32 height, GLenum format, GLenum type,
|
||||
const void* data);
|
||||
bool CreateFramebuffer();
|
||||
|
||||
void Destroy();
|
||||
@ -22,20 +25,26 @@ public:
|
||||
bool UseTextureStorage() const;
|
||||
void SetLinearFilter(bool enabled);
|
||||
|
||||
bool IsValid() const { return m_id != 0; }
|
||||
bool IsMultisampled() const { return m_samples > 1; }
|
||||
GLuint GetGLId() const { return m_id; }
|
||||
u32 GetWidth() const { return m_width; }
|
||||
u32 GetHeight() const { return m_height; }
|
||||
u32 GetSamples() const { return m_samples; }
|
||||
ALWAYS_INLINE bool IsValid() const { return m_id != 0; }
|
||||
ALWAYS_INLINE bool IsTextureArray() const { return m_layers > 1; }
|
||||
ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
|
||||
ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
|
||||
ALWAYS_INLINE u16 GetWidth() const { return m_width; }
|
||||
ALWAYS_INLINE u16 GetHeight() const { return m_height; }
|
||||
ALWAYS_INLINE u16 GetLayers() const { return m_layers; }
|
||||
ALWAYS_INLINE u8 GetLevels() const { return m_levels; }
|
||||
ALWAYS_INLINE u8 GetSamples() const { return m_samples; }
|
||||
|
||||
GLuint GetGLFramebufferID() const { return m_fbo_id; }
|
||||
GLenum GetGLTarget() const { return IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; }
|
||||
ALWAYS_INLINE GLuint GetGLFramebufferID() const { return m_fbo_id; }
|
||||
ALWAYS_INLINE GLenum GetGLTarget() const
|
||||
{
|
||||
return (IsMultisampled() ? (IsTextureArray() ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D_MULTISAMPLE_ARRAY) :
|
||||
(IsTextureArray() ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D));
|
||||
}
|
||||
|
||||
void Bind();
|
||||
void BindFramebuffer(GLenum target = GL_DRAW_FRAMEBUFFER);
|
||||
|
||||
static void Unbind();
|
||||
void Unbind();
|
||||
|
||||
Texture& operator=(const Texture& copy) = delete;
|
||||
Texture& operator=(Texture&& moved);
|
||||
@ -47,9 +56,11 @@ public:
|
||||
|
||||
private:
|
||||
GLuint m_id = 0;
|
||||
u32 m_width = 0;
|
||||
u32 m_height = 0;
|
||||
u32 m_samples = 0;
|
||||
u16 m_width = 0;
|
||||
u16 m_height = 0;
|
||||
u16 m_layers = 0;
|
||||
u8 m_levels = 0;
|
||||
u8 m_samples = 0;
|
||||
|
||||
GLuint m_fbo_id = 0;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user