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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