44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_texture_private.hh"
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namespace blender::gpu {
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class VKTexture : public Texture {
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public:
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VKTexture(const char *name) : Texture(name)
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{
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}
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void generate_mipmap() override;
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void copy_to(Texture *tex) override;
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void clear(eGPUDataFormat format, const void *data) override;
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void swizzle_set(const char swizzle_mask[4]) override;
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void stencil_texture_mode_set(bool use_stencil) override;
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void mip_range_set(int min, int max) override;
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void *read(int mip, eGPUDataFormat format) override;
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void update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) override;
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void update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf) override;
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/* TODO(fclem): Legacy. Should be removed at some point. */
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uint gl_bindcode_get() const override;
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protected:
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bool init_internal() override;
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bool init_internal(GPUVertBuf *vbo) override;
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bool init_internal(const GPUTexture *src, int mip_offset, int layer_offset) override;
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};
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} // namespace blender::gpu
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