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84c4b66721
In OpenGL this is called the (base) internal format which is an expectation expressed by the client for the minimum supported texel storage format in the GPU for textures. Since we store everything as RGBA in a `FloatVector4`, the only thing we do in this patch is remember the expected internal format, and when we write new texels we fixate the value for the alpha channel to 1 for two formats that require it. `PixelConverter` has learned how to transform pixels during transfer to support this.
35 lines
833 B
C++
35 lines
833 B
C++
/*
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Error.h>
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#include <AK/Function.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGfx/Vector4.h>
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namespace SoftGPU {
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class PixelConverter {
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public:
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PixelConverter(GPU::ImageDataLayout input_specification, GPU::ImageDataLayout output_specification)
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: m_input_specification { input_specification }
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, m_output_specification { output_specification }
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{
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}
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ErrorOr<void> convert(void const* input_data, void* output_data, Function<void(FloatVector4&)> transform);
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private:
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FloatVector4 read_pixel(u8 const**);
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void write_pixel(u8**, FloatVector4 const&);
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GPU::ImageDataLayout m_input_specification;
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GPU::ImageDataLayout m_output_specification;
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};
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}
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