/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef GLCOMPUTE_BSDF_MIMAP_H #define GLCOMPUTE_BSDF_MIMAP_H #include "render/Qt3DSRenderBaseTypes.h" #include "render/backends/Qt3DSRenderBackend.h" #include "MipmapBSDF.h" #include "Qt3DSRenderLoadedTexture.h" #include "Qt3DSTypes.h" using namespace qt3ds::render; class qt3ds::render::NVRenderContext; class qt3ds::render::NVRenderShaderProgram; class qt3ds::render::NVRenderTexture2D; class GLComputeMipMap : public BSDFMipMap { public: GLComputeMipMap(NVRenderContext *inNVRenderContext, int inWidth, int inHeight, NVRenderTexture2D &inTexture, NVRenderTextureFormats::Enum inDestFormat, qt3ds::NVFoundationBase &inFnd); ~GLComputeMipMap(); void Build(void *inTextureData, int inTextureDataSize, NVRenderBackend::NVRenderBackendTextureObject inTextureHandle, NVRenderTextureFormats::Enum inFormat); QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation); private: void CreateLevel0Tex(void *inTextureData, int inTextureDataSize, NVRenderTextureFormats::Enum inFormat); NVScopedRefCounted m_BSDFProgram; NVScopedRefCounted m_UploadProgram_RGBA8; NVScopedRefCounted m_UploadProgram_RGB8; NVScopedRefCounted m_Level0Tex; bool m_TextureCreated; void createComputeProgram(NVRenderContext *context); NVRenderShaderProgram *getOrCreateUploadComputeProgram(NVRenderContext *context, NVRenderTextureFormats::Enum inFormat); }; #endif