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https://git.code.sf.net/p/quake/quakeforge
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4dc1988af1
I needed to create an array texture and didn't feel like doing all that boilerplate again :P.
40 lines
1.5 KiB
C
40 lines
1.5 KiB
C
#ifndef __QF_Vulkan_qf_texture_h
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#define __QF_Vulkan_qf_texture_h
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#include "QF/image.h"
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#include "QF/Vulkan/qf_vid.h"
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typedef struct qfv_tex_s {
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VkDeviceMemory memory;
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VkImage image;
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VkImageView view;
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} qfv_tex_t;
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typedef struct texturectx_s {
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VkDescriptorPool pool;
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VkDescriptorSetLayout setLayout;
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} texturectx_t;
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void Vulkan_ExpandPalette (byte *dst, const byte *src, const byte *palette,
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int alpha, int count);
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qfv_tex_t *Vulkan_LoadTex (struct vulkan_ctx_s *ctx, tex_t *tex, int mip,
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const char *name);
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qfv_tex_t *Vulkan_LoadTexArray (struct vulkan_ctx_s *ctx, tex_t *tex,
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int layers, int mip, const char *name);
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qfv_tex_t *Vulkan_LoadEnvMap (struct vulkan_ctx_s *ctx, tex_t *tex,
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const char *name);
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qfv_tex_t *Vulkan_LoadEnvSides (struct vulkan_ctx_s *ctx, tex_t **tex,
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const char *name);
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VkImageView Vulkan_TexImageView (qfv_tex_t *tex) __attribute__((pure));
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void Vulkan_UnloadTex (struct vulkan_ctx_s *ctx, qfv_tex_t *tex);
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void Vulkan_Texture_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Texture_Shutdown (struct vulkan_ctx_s *ctx);
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VkDescriptorSet Vulkan_CreateCombinedImageSampler (struct vulkan_ctx_s *ctx,
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VkImageView view,
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VkSampler sampler);
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VkDescriptorSet Vulkan_CreateTextureDescriptor (struct vulkan_ctx_s *ctx,
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qfv_tex_t *tex,
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VkSampler sampler);
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void Vulkan_FreeTexture (struct vulkan_ctx_s *ctx, VkDescriptorSet texture);
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#endif//__QF_Vulkan_qf_texture_h
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