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