This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/opengl/gl_texture.cc

99 lines
2.1 KiB
C++
Raw Normal View History

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "gl_backend.hh"
#include "gl_texture.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLTexture::GLTexture(const char *name) : Texture(name)
{
BLI_assert(GPU_context_active_get() != NULL);
glGenTextures(1, &tex_id_);
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "Texture-%s", name);
glObjectLabel(GL_TEXTURE, tex_id_, -1, sh_name);
}
#endif
}
GLTexture::~GLTexture()
{
GLBackend::get()->tex_free(tex_id_);
}
void GLTexture::init(void)
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Operations
* \{ */
void GLTexture::bind(int /*slot*/)
{
}
void GLTexture::update(void * /*data*/)
{
}
void GLTexture::update_sub(void * /*data*/, int /*offset*/[3], int /*size*/[3])
{
}
void GLTexture::generate_mipmap(void)
{
}
void GLTexture::copy_to(Texture * /*tex*/)
{
}
void GLTexture::swizzle_set(char /*swizzle_mask*/[4])
{
}
/** \} */
/* TODO(fclem) Legacy. Should be removed at some point. */
uint GLTexture::gl_bindcode_get(void)
{
return tex_id_;
}
} // namespace blender::gpu