/* 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 . */ #ifndef INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT #define INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT #include "renderer/backend/Format.h" #include namespace Renderer { namespace Backend { namespace GL { class CTexture; class CDeviceCommandContext { public: ~CDeviceCommandContext(); static std::unique_ptr 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