/**************************************************************************** ** ** 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_TEXTURE_BUFFER_H #define QT3DS_RENDER_QT3DS_RENDER_TEXTURE_BUFFER_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 NVRenderTextureSampler; struct STextureDetails { QT3DSU32 m_Width; QT3DSU32 m_Height; QT3DSU32 m_Depth; QT3DSU32 m_SampleCount; NVRenderTextureFormats::Enum m_Format; STextureDetails(QT3DSU32 w, QT3DSU32 h, QT3DSU32 d, QT3DSU32 samples, NVRenderTextureFormats::Enum f) : m_Width(w) , m_Height(h) , m_Depth(d) , m_SampleCount(samples) , m_Format(f) { } STextureDetails() : m_Width(0) , m_Height(0) , m_Depth(0) , m_SampleCount(1) , m_Format(NVRenderTextureFormats::Unknown) { } }; class NVRenderTextureBase : public NVRefCounted { protected: 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 NVRenderBackend::NVRenderBackendTextureObject m_TextureHandle; ///< opaque backend handle QT3DSU32 m_TextureUnit; ///< texture unit this texture should use bool m_SamplerParamsDirty; ///< true if sampler state is dirty bool m_TexStateDirty; ///< true if texture object state is dirty QT3DSU32 m_SampleCount; ///< texture height NVRenderTextureFormats::Enum m_Format; ///< texture format NVRenderTextureTargetType::Enum m_TexTarget; ///< texture target NVRenderTextureSampler *m_Sampler; ///< current texture sampler state QT3DSI32 m_BaseLevel; ///< minimum lod specified QT3DSI32 m_MaxLevel; ///< maximum lod specified QT3DSU32 m_MaxMipLevel; ///< highest mip level bool m_Immutable; ///< true if this is a immutable texture ( size and format ) public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] fnd Pointer to foundation * @param[in] texTarget Texture target * * @return No return. */ NVRenderTextureBase(NVRenderContextImpl &context, NVFoundationBase &fnd, NVRenderTextureTargetType::Enum texTarget); virtual ~NVRenderTextureBase(); // define refcount functions QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation) virtual void SetMinFilter(NVRenderTextureMinifyingOp::Enum value); virtual void SetMagFilter(NVRenderTextureMagnifyingOp::Enum value); virtual void SetBaseLevel(QT3DSI32 value); virtual void SetMaxLevel(QT3DSI32 value); virtual void SetTextureWrapS(NVRenderTextureCoordOp::Enum value); virtual void SetTextureWrapT(NVRenderTextureCoordOp::Enum value); virtual void SetTextureCompareMode(NVRenderTextureCompareMode::Enum value); virtual void SetTextureCompareFunc(NVRenderTextureCompareOp::Enum value); virtual void SetTextureUnit(QT3DSU32 unit) { m_TextureUnit = unit; } virtual QT3DSU32 GetTextureUnit() const { return m_TextureUnit; } // Get the texture details for mipmap level 0 if it was set. virtual STextureDetails GetTextureDetails() const = 0; virtual bool IsMultisampleTexture() const { return (m_TexTarget == NVRenderTextureTargetType::Texture2D_MS); } virtual QT3DSU32 GetSampleCount() const { return m_SampleCount; } virtual bool IsImmutableTexture() const { return m_Immutable; } /** * @brief Bind a texture for shader access * * * @return No return. */ virtual void Bind() = 0; virtual QT3DSU32 GetNumMipmaps() { return m_MaxMipLevel; } /** * @brief Query if texture needs coordinate swizzle * * @return texture swizzle mode */ virtual NVRenderTextureSwizzleMode::Enum GetTextureSwizzleMode() { // if our backend supports hardware texture swizzle then there is no need for a shader // swizzle return (m_Backend->GetRenderBackendCap( NVRenderBackend::NVRenderBackendCaps::TexSwizzle)) ? NVRenderTextureSwizzleMode::NoSwizzle : m_Backend->GetTextureSwizzleMode(m_Format); } /** * @brief get the backend object handle * * @return the backend object handle. */ virtual NVRenderBackend::NVRenderBackendTextureObject GetTextureObjectHandle() { return m_TextureHandle; } protected: void applyTexParams(); void applyTexSwizzle(); }; } } #endif