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/* 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
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