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#include "Texture.hpp"
#include <cstring>
using namespace Render;
ITexture::ITexture(uint32_t drmFormat, uint8_t* pixels, uint32_t stride, const Vector2D& size, bool keepDataCopy, bool opaque) :
m_size(size), m_opaque(opaque), m_drmFormat(drmFormat), m_keepDataCopy(keepDataCopy) {
if (m_keepDataCopy && stride && pixels) {
m_dataCopy.resize(stride * size.y);
memcpy(m_dataCopy.data(), pixels, stride * size.y);
}
}
ITexture::ITexture(std::span<const float> lut3D, size_t N) : m_type(TEXTURE_3D_LUT), m_size(lut3D.size() / 3, 1), m_isSynchronous(true) {}
bool ITexture::ok() {
return false;
}
bool ITexture::isDMA() {
return false;
}
const std::vector<uint8_t>& ITexture::dataCopy() {
return m_dataCopy;
}
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