/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "RectangleTexture.h" #ifndef MAGNUM_TARGET_WEBGL #include #endif #ifndef MAGNUM_TARGET_GLES #include "Magnum/Image.h" #include "Magnum/GL/BufferImage.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Implementation/State.h" #include "Magnum/GL/Implementation/TextureState.h" namespace Magnum { namespace GL { Vector2i RectangleTexture::maxSize() { if(!Context::current().isExtensionSupported()) return {}; GLint& value = Context::current().state().texture.maxRectangleSize; if(value == 0) glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE, &value); return Vector2i{value}; } RectangleTexture RectangleTexture::view(RectangleTexture& original, const TextureFormat internalFormat) { /* glTextureView() doesn't work with glCreateTextures() as it needs an object without a name bound, so have to construct manually. The object is marked as Created as glTextureView() binds the name. */ GLuint id; glGenTextures(1, &id); RectangleTexture out{id, ObjectFlag::Created|ObjectFlag::DeleteOnDestruction}; out.viewInternal(original, internalFormat, 0, 1, 0, 1); return out; } Image2D RectangleTexture::image(Image2D&& image) { this->image(image); return Utility::move(image); } BufferImage2D RectangleTexture::image(BufferImage2D&& image, const BufferUsage usage) { this->image(image, usage); return Utility::move(image); } CompressedImage2D RectangleTexture::compressedImage(CompressedImage2D&& image) { compressedImage(image); return Utility::move(image); } CompressedBufferImage2D RectangleTexture::compressedImage(CompressedBufferImage2D&& image, const BufferUsage usage) { compressedImage(image, usage); return Utility::move(image); } Image2D RectangleTexture::subImage(const Range2Di& range, Image2D&& image) { this->subImage(range, image); return Utility::move(image); } BufferImage2D RectangleTexture::subImage(const Range2Di& range, BufferImage2D&& image, const BufferUsage usage) { this->subImage(range, image, usage); return Utility::move(image); } CompressedImage2D RectangleTexture::compressedSubImage(const Range2Di& range, CompressedImage2D&& image) { compressedSubImage(range, image); return Utility::move(image); } CompressedBufferImage2D RectangleTexture::compressedSubImage(const Range2Di& range, CompressedBufferImage2D&& image, const BufferUsage usage) { compressedSubImage(range, image, usage); return Utility::move(image); } RectangleTexture& RectangleTexture::setLabel(Containers::StringView label) { AbstractTexture::setLabel(label); return *this; } }} #endif