/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "foundation/Qt3DSAllocator.h" #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "EASTL/vector.h" #include "render/Qt3DSRenderContext.h" #include "render/Qt3DSRenderImageTexture.h" #include "render/Qt3DSRenderTexture2D.h" #include "foundation/Qt3DSDataRef.h" namespace qt3ds { namespace render { NVRenderImage2D::NVRenderImage2D(NVRenderContextImpl &context, NVFoundationBase &fnd, NVRenderTexture2D *inTexture, NVRenderImageAccessType::Enum inAccess) : m_Context(context) , m_Foundation(fnd) , mRefCount(0) , m_Backend(context.GetBackend()) , m_Texture2D(inTexture) , m_TextureUnit(QT3DS_MAX_U32) , m_AccessType(inAccess) , m_TextureLevel(0) { inTexture->addRef(); } NVRenderImage2D::~NVRenderImage2D() { m_Context.ImageDestroyed(*this); m_Texture2D->release(); } void NVRenderImage2D::SetTextureLevel(QT3DSI32 inLevel) { if (m_Texture2D && m_Texture2D->GetNumMipmaps() >= (QT3DSU32)inLevel) { m_TextureLevel = inLevel; } } void NVRenderImage2D::Bind(QT3DSU32 unit) { if (unit == -1) m_TextureUnit = m_Context.GetNextTextureUnit(); else m_TextureUnit = unit; STextureDetails theDetails(m_Texture2D->GetTextureDetails()); // note it is the callers responsibility that the texture format is supported by the compute // shader m_Backend->BindImageTexture(m_Texture2D->GetTextureObjectHandle(), m_TextureUnit, m_TextureLevel, false, 0, m_AccessType, theDetails.m_Format); } NVRenderBackend::NVRenderBackendTextureObject NVRenderImage2D::GetTextureObjectHandle() { return m_Texture2D->GetTextureObjectHandle(); } NVRenderImage2D *NVRenderImage2D::Create(NVRenderContextImpl &context, NVRenderTexture2D *inTexture, NVRenderImageAccessType::Enum inAccess) { if (inTexture) return QT3DS_NEW(context.GetFoundation().getAllocator(), NVRenderImage2D)(context, context.GetFoundation(), inTexture, inAccess); else return NULL; } } }