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diff --git a/src/Runtime/Source/render/Qt3DSRenderImageTexture.cpp b/src/Runtime/Source/render/Qt3DSRenderImageTexture.cpp
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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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;
+ }
+}
+}