2 #include "GLImageAllocator.h" 3 #include "arm_neon_support.h" 7 int num_images,
int width,
int height,
int channels,
int tile_x,
int tile_y,
bool is_output) {
10 for (
int i = 0; i < num_images; i++) {
12 new GLImage<T>(width, height, channels, tile_x, tile_y, [&](
int slice) ->
const GLTexture* {
13 bool usePadding = is_output;
14 return new GLPlainTexture(type,
nullptr, width * tile_x, height * tile_y, usePadding);
28 std::function<
const GLTexture*(
const int width,
const int height)> textureAllocator) {
31 for (
int i = 0; i < num_images; i++) {
33 new GLImage<T>(width, height, channels, tile_x, tile_y, [&](
int slice) ->
const GLTexture* {
34 return textureAllocator(width, height);
50 for (
int i = 0; i < num_images; i++) {
52 new GLImage<T>(width, height, channels, tile_x, tile_y, [&](
int slice) ->
const GLTexture* {