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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_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
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