#include "Texture.hpp" #include 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 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& ITexture::dataCopy() { return m_dataCopy; }