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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_TEXTURE_2D_ARRAY_H
#define QT3DS_RENDER_QT3DS_RENDER_TEXTURE_2D_ARRAY_H
#include "render/Qt3DSRenderBaseTypes.h"
#include "foundation/Qt3DSRefCounted.h"
#include "foundation/Qt3DSOption.h"
#include "foundation/Qt3DSAtomic.h"
#include "render/backends/Qt3DSRenderBackend.h"
#include "render/Qt3DSRenderTextureBase.h"
namespace qt3ds {
namespace render {
class NVRenderContextImpl;
class NVRenderTextureSampler;
class QT3DS_AUTOTEST_EXPORT NVRenderTexture2DArray : public NVRenderTextureBase
{
private:
QT3DSU32 m_Width; ///< texture width
QT3DSU32 m_Height; ///< texture height
QT3DSU32 m_Slices; ///< texture slices
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] fnd Pointer to foundation
* @param[in] texTarget Texture target
*
* @return No return.
*/
NVRenderTexture2DArray(
NVRenderContextImpl &context, NVFoundationBase &fnd,
NVRenderTextureTargetType::Enum texTarget = NVRenderTextureTargetType::Texture2D_Array);
virtual ~NVRenderTexture2DArray();
/**
* @brief constructor
*
* @param[in] newBuffer Pointer to pixel buffer
* @param[in] inMipLevel Pointer to foundation
* @param[in] width Texture target
* @param[in] height Texture target
* @param[in] slices Texture target
* @param[in] format Texture target
*
* @return No return.
*/
void SetTextureData(NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel, QT3DSU32 width, QT3DSU32 height,
QT3DSU32 slices, NVRenderTextureFormats::Enum format);
// Get the texture details for mipmap level 0 if it was set.
STextureDetails GetTextureDetails() const override;
/**
* @brief Bind a texture for shader access
*
*
* @return No return.
*/
void Bind() override;
/**
* @brief create a texture array object
*
*
* @ return a texture array object
*/
static NVRenderTexture2DArray *Create(NVRenderContextImpl &context);
};
}
}
#endif
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