WARNING: BREAKING: Renamed several functions for data validation #3930

This commit is contained in:
Ray
2024-10-16 19:26:12 +02:00
parent 9b3d019502
commit 8cbf34ddc4
7 changed files with 66 additions and 50 deletions

View File

@@ -600,15 +600,15 @@ Image LoadImageFromScreen(void)
}
// Check if an image is ready
bool IsImageReady(Image image)
bool IsImageValid(Image image)
{
bool result = false;
if ((image.data != NULL) && // Validate pixel data available
(image.width > 0) &&
(image.height > 0) && // Validate image size
(image.width > 0) && // Validate image width
(image.height > 0) && // Validate image height
(image.format > 0) && // Validate image format
(image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level)
(image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level)
return result;
}
@@ -4224,16 +4224,16 @@ RenderTexture2D LoadRenderTexture(int width, int height)
return target;
}
// Check if a texture is ready
bool IsTextureReady(Texture2D texture)
// Check if a texture is valid (loaded in GPU)
bool IsTextureValid(Texture2D texture)
{
bool result = false;
// TODO: Validate maximum texture size supported by GPU?
// TODO: Validate maximum texture size supported by GPU
if ((texture.id > 0) && // Validate OpenGL id
(texture.width > 0) &&
(texture.height > 0) && // Validate texture size
if ((texture.id > 0) && // Validate OpenGL id (texture uplaoded to GPU)
(texture.width > 0) && // Validate texture width
(texture.height > 0) && // Validate texture height
(texture.format > 0) && // Validate texture pixel format
(texture.mipmaps > 0)) result = true; // Validate texture mipmaps (at least 1 for basic mipmap level)
@@ -4251,14 +4251,14 @@ void UnloadTexture(Texture2D texture)
}
}
// Check if a render texture is ready
bool IsRenderTextureReady(RenderTexture2D target)
// Check if a render texture is valid (loaded in GPU)
bool IsRenderTextureValid(RenderTexture2D target)
{
bool result = false;
if ((target.id > 0) && // Validate OpenGL id
IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer
IsTextureReady(target.texture)) result = true; // Validate FBO texture
if ((target.id > 0) && // Validate OpenGL id (loaded on GPU)
IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer attachment
IsTextureValid(target.texture)) result = true; // Validate FBO texture attachment
return result;
}