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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_RESOURCE_TEXTURE_2D_H
+#define QT3DS_RENDER_RESOURCE_TEXTURE_2D_H
+#include "Qt3DSRender.h"
+#include "render/Qt3DSRenderContext.h"
+#include "render/Qt3DSRenderTexture2D.h"
+#include "render/Qt3DSRenderTexture2DArray.h"
+#include "Qt3DSRenderResourceManager.h"
+
+namespace qt3ds {
+namespace render {
+ class CResourceTexture2D
+ {
+ protected:
+ IResourceManager &m_ResourceManager;
+ NVRenderTexture2D *m_Texture;
+ STextureDetails m_TextureDetails;
+
+ public:
+ CResourceTexture2D(IResourceManager &mgr, NVRenderTexture2D *inTexture = NULL);
+ // create and allocate the texture right away.
+ CResourceTexture2D(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
+ ~CResourceTexture2D();
+ // Returns true if the texture matches the specs, false if the texture needs to be
+ // reallocated
+ bool TextureMatches(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat,
+ QT3DSU32 inSamples = 1);
+
+ // Returns true if the texture was allocated, false if nothing changed (no allocation).
+ // Note this is the exact opposite of TextureMatches.
+ bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat,
+ QT3DSU32 inSamples = 1);
+
+ // Force release the texture.
+ void ReleaseTexture();
+ NVRenderTexture2D &operator*()
+ {
+ QT3DS_ASSERT(m_Texture);
+ return *m_Texture;
+ }
+ NVRenderTexture2D *operator->()
+ {
+ QT3DS_ASSERT(m_Texture);
+ return m_Texture;
+ }
+ operator NVRenderTexture2D *() { return m_Texture; }
+ NVRenderTexture2D *GetTexture() { return m_Texture; }
+ void ForgetTexture();
+ // Enforces single ownership rules.
+ void StealTexture(CResourceTexture2D &inOther);
+ };
+
+ class CResourceTexture2DArray
+ {
+ protected:
+ IResourceManager &m_ResourceManager;
+ qt3ds::render::NVRenderTexture2DArray *m_Texture;
+ STextureDetails m_TextureDetails;
+
+ public:
+ CResourceTexture2DArray(IResourceManager &mgr);
+ // create and allocate the texture right away.
+ CResourceTexture2DArray(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
+ NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
+ ~CResourceTexture2DArray();
+ // Returns true if the texture matches the specs, false if the texture needs to be
+ // reallocated
+ bool TextureMatches(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
+ NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
+
+ // Returns true if the texture was allocated, false if nothing changed (no allocation).
+ // Note this is the exact opposite of TextureMatches.
+ bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
+ NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
+
+ // Force release the texture.
+ void ReleaseTexture();
+ qt3ds::render::NVRenderTexture2DArray &operator*()
+ {
+ QT3DS_ASSERT(m_Texture);
+ return *m_Texture;
+ }
+ qt3ds::render::NVRenderTexture2DArray *operator->()
+ {
+ QT3DS_ASSERT(m_Texture);
+ return m_Texture;
+ }
+ operator qt3ds::render::NVRenderTexture2DArray *() { return m_Texture; }
+ qt3ds::render::NVRenderTexture2DArray *GetTexture() { return m_Texture; }
+ // Enforces single ownership rules.
+ void StealTexture(CResourceTexture2DArray &inOther);
+ };
+}
+}
+
+#endif