0ad/source/renderer/backend/gl/DeviceCommandContext.h

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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#define INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#include "renderer/backend/Format.h"
#include <memory>
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CTexture;
class CDeviceCommandContext
{
public:
~CDeviceCommandContext();
static std::unique_ptr<CDeviceCommandContext> Create();
void UploadTexture(CTexture* texture, const Format format,
const void* data, const size_t dataSize,
const uint32_t level = 0, const uint32_t layer = 0);
void UploadTextureRegion(CTexture* texture, const Format format,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level = 0, const uint32_t layer = 0);
private:
CDeviceCommandContext();
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT