/**************************************************************************** ** ** 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_QT3DS_RENDER_IMAGE_TEXTURE_H #define QT3DS_RENDER_QT3DS_RENDER_IMAGE_TEXTURE_H #include "render/Qt3DSRenderBaseTypes.h" #include "foundation/Qt3DSRefCounted.h" #include "foundation/Qt3DSOption.h" #include "foundation/Qt3DSAtomic.h" #include "render/backends/Qt3DSRenderBackend.h" namespace qt3ds { namespace render { class NVRenderContextImpl; class NVRenderTexture2D; // a wrapper class for NVRenderTexture2D // to use with compute shaders and load / store image shaders class NVRenderImage2D : public NVRefCounted { private: NVRenderContextImpl &m_Context; ///< pointer to context NVFoundationBase &m_Foundation; ///< pointer to foundation volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation NVRenderBackend *m_Backend; ///< pointer to backend NVRenderTexture2D *m_Texture2D; ///< pointer to texture QT3DSI32 m_TextureUnit; ///< texture unit this texture should use NVRenderImageAccessType::Enum m_AccessType; ///< texture / image access type ( read, write, read_write ) QT3DSU32 m_TextureLevel; ///< texture level we use for this image public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] fnd Pointer to foundation * @param[in] inTexture Pointer to a NVRenderTexture2D object * @param[in] inAccess Image access type ( read, write, read_write ) * * @return No return. */ NVRenderImage2D(NVRenderContextImpl &context, NVFoundationBase &fnd, NVRenderTexture2D *inTexture, NVRenderImageAccessType::Enum inAccess); virtual ~NVRenderImage2D(); // define refcount functions QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation) /** * @brief Set the access rights within the shader. * Can be read, write or read_write. * * @param[in] inAccess Image access type ( read, write, read_write ) * * @return No return. */ virtual void SetAccessType(NVRenderImageAccessType::Enum inAccess) { m_AccessType = inAccess; } /** * @brief Set the texture level we use for this image * * @param[in] inLevel texture level ( must be in range of max levels ) * * @return No return. */ virtual void SetTextureLevel(QT3DSI32 inLevel); /** * @brief Get texture unit used * * * @return texture unit bound to. */ virtual QT3DSU32 GetTextureUnit() const { return m_TextureUnit; } /** * @brief Bind a texture for shader access * * @param[in] unit The binding point * * @return No return. */ virtual void Bind(QT3DSU32 unit); /** * @brief get the backend object handle * here we return the handle from the wrapped texture * * @return the backend object handle. */ virtual NVRenderBackend::NVRenderBackendTextureObject GetTextureObjectHandle(); /** * @brief static creation function * * @param[in] context Pointer to context * @param[in] inTexture Pointer to a NVRenderTexture2D object * @param[in] inAccess Image access type ( read, write, read_write ) * * @return No return. */ static NVRenderImage2D *Create(NVRenderContextImpl &context, NVRenderTexture2D *inTexture, NVRenderImageAccessType::Enum inAccess); }; } } #endif