#include #include "../profiler/src/imgui/imgui_impl_opengl3_loader.h" #include "TracyTexture.hpp" #ifndef COMPRESSED_RGB_S3TC_DXT1_EXT # define COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #endif namespace tracy { void* MakeTexture() { GLuint tex; glGenTextures( 1, &tex ); glBindTexture( GL_TEXTURE_2D, tex ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); return (void*)(intptr_t)tex; } void FreeTexture( void* _tex, void(*runOnMainThread)(std::function, bool) ) { auto tex = (GLuint)(intptr_t)_tex; runOnMainThread( [tex] { glDeleteTextures( 1, &tex ); }, false ); } void UpdateTexture( void* _tex, const char* data, int w, int h ) { auto tex = (GLuint)(intptr_t)_tex; glBindTexture( GL_TEXTURE_2D, tex ); glCompressedTexImage2D( GL_TEXTURE_2D, 0, COMPRESSED_RGB_S3TC_DXT1_EXT, w, h, 0, w * h / 2, data ); } void UpdateTextureRGBA( void* _tex, void* data, int w, int h ) { auto tex = (GLuint)(intptr_t)_tex; glBindTexture( GL_TEXTURE_2D, tex ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); } }