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/****************************************************************************
**
** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:COMM$
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
**
**
**
**
**
**
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**
**
**
**
****************************************************************************/
#ifndef QT3DRENDER_RENDER_OPENGL_TEXTURESUBMISSIONCONTEXT_H
#define QT3DRENDER_RENDER_OPENGL_TEXTURESUBMISSIONCONTEXT_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <qglobal.h>
#include <QVector>
QT_BEGIN_NAMESPACE
class QOpenGLContext;
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
class GraphicsContext;
class GLTexture;
class Q_AUTOTEST_EXPORT TextureSubmissionContext
{
public:
enum TextureScope
{
TextureScopeMaterial = 0,
TextureScopeTechnique
// per-pass for deferred rendering?
};
TextureSubmissionContext();
~TextureSubmissionContext();
void initialize(GraphicsContext *context);
void endDrawing();
int activateTexture(TextureScope scope, QOpenGLContext *gl, GLTexture* tex);
void deactivateTexture(GLTexture *tex);
void deactivateTexturesWithScope(TextureScope ts);
private:
void decayTextureScores();
int assignUnitForTexture(GLTexture* tex);
// active textures, indexed by texture unit
struct ActiveTexture {
GLTexture *texture = nullptr;
int score = 0;
TextureScope scope = TextureScopeMaterial;
bool pinned = false;
};
QVector<ActiveTexture> m_activeTextures;
};
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_OPENGL_TEXTURESUBMISSIONCONTEXT_H
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