Cleanup: GPUTexture: Rename some functions with more descriptive names

List of renames:
GPU_texture_generate_mipmap > GPU_texture_update_mipmap_chain
GPU_texture_orig_width > GPU_texture_original_width
GPU_texture_orig_height > GPU_texture_original_height
GPU_texture_orig_size_set > GPU_texture_original_size_set
GPU_texture_format_description > GPU_texture_format_name
GPU_texture_array > GPU_texture_is_array
GPU_texture_cube > GPU_texture_is_cube
GPU_texture_depth > GPU_texture_has_depth_format
GPU_texture_stencil > GPU_texture_has_stencil_format
GPU_texture_integer > GPU_texture_has_integer_format
This commit is contained in:
2023-02-25 01:04:35 +01:00
committed by Gitea
parent 584e514561
commit 73da5ee90d
12 changed files with 52 additions and 48 deletions

View File

@@ -479,7 +479,7 @@ void GPU_unpack_row_length_set(uint len);
* texture storage.
* The \a data should be be the size of the entire mip 0 level.
* \note This function only update the content of mip 0. Either specify other mips or use
* `GPU_texture_generate_mipmap` to generate them if needed.
* `GPU_texture_update_mipmap_chain` to generate them if needed.
*/
void GPU_texture_update(GPUTexture *texture, eGPUDataFormat data_format, const void *data);
@@ -489,7 +489,7 @@ void GPU_texture_update(GPUTexture *texture, eGPUDataFormat data_format, const v
* texture storage.
* The \a data should be be the size of the mip 0 level region.
* \note This function only update the content of mip 0. Either specify other mips or use
* `GPU_texture_generate_mipmap` to generate them if needed.
* `GPU_texture_update_mipmap_chain` to generate them if needed.
*
* \a offset_x , \a offset_y , \a offset_z specify the bottom left corner of the updated region.
* \a width , \a height , \a depth specify the extent of the updated region.
@@ -535,7 +535,7 @@ void GPU_texture_copy(GPUTexture *dst, GPUTexture *src);
* Update the mip-map levels using the mip 0 data.
* \note this doesn't work on depth or compressed textures.
*/
void GPU_texture_generate_mipmap(GPUTexture *texture);
void GPU_texture_update_mipmap_chain(GPUTexture *texture);
/**
* Read the content of a \a mip_level from a \a tex and returns a copy of its data.
@@ -703,27 +703,27 @@ eGPUTextureUsage GPU_texture_usage(const GPUTexture *texture);
/**
* Return true if the texture is an array texture type (has layers).
*/
bool GPU_texture_array(const GPUTexture *texture);
bool GPU_texture_is_array(const GPUTexture *texture);
/**
* Return true if the texture is an cube-map texture type.
*/
bool GPU_texture_cube(const GPUTexture *texture);
bool GPU_texture_is_cube(const GPUTexture *texture);
/**
* Return true if the texture format has a depth component.
*/
bool GPU_texture_depth(const GPUTexture *texture);
bool GPU_texture_has_depth_format(const GPUTexture *texture);
/**
* Return true if the texture format has a stencil component.
*/
bool GPU_texture_stencil(const GPUTexture *texture);
bool GPU_texture_has_stencil_format(const GPUTexture *texture);
/**
* Return true if the texture format is an integer type (non-normalized integers).
*/
bool GPU_texture_integer(const GPUTexture *texture);
bool GPU_texture_has_integer_format(const GPUTexture *texture);
/**
* Returns the pixel dimensions of a texture's mip-map level.
@@ -746,9 +746,9 @@ void GPU_texture_get_mipmap_size(GPUTexture *texture, int mip_level, int *size);
* WORKAROUND: Calling 'BKE_image_get_size' may free the texture. Store the source image size
* (before down-scaling) inside the #GPUTexture to retrieve the original size later (Ref #59347).
*/
int GPU_texture_orig_width(const GPUTexture *texture);
int GPU_texture_orig_height(const GPUTexture *texture);
void GPU_texture_orig_size_set(GPUTexture *texture, int width, int height);
int GPU_texture_original_width(const GPUTexture *texture);
int GPU_texture_original_height(const GPUTexture *texture);
void GPU_texture_original_size_set(GPUTexture *texture, int width, int height);
/**
* Reference of a pointer that needs to be cleaned when deallocating the texture.
@@ -786,7 +786,7 @@ size_t GPU_texture_dataformat_size(eGPUDataFormat data_format);
* Return the texture format as a string for display purpose.
* Example: `GPU_RGBA8` returns as `"RGBA8"`.
*/
const char *GPU_texture_format_description(eGPUTextureFormat format);
const char *GPU_texture_format_name(eGPUTextureFormat format);
/**
* Returns the memory usage of all currently allocated textures in bytes.