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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_BACKEND_H
+#define QT3DS_RENDER_BACKEND_H
+
+/// @file Qt3DSRenderBackend.h
+/// NVRender backend definition.
+
+#include "foundation/Qt3DSAllocator.h"
+#include "foundation/Qt3DSNoCopy.h"
+#include "foundation/Qt3DSFoundation.h"
+#include "foundation/Qt3DSBroadcastingAllocator.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "foundation/Qt3DSBounds3.h"
+#include <EASTL/string.h>
+
+#include <QtGui/qsurfaceformat.h>
+
+namespace qt3ds {
+namespace render {
+
+#define HandleToID_cast(staticType, dynamicType, handle) \
+ static_cast<staticType>(reinterpret_cast<dynamicType>(handle))
+
+ class NVRenderBackend : public NVRefCounted, public NoCopy
+ {
+
+ public:
+ /// opaque buffer object handle
+ typedef struct _NVRenderBackendBufferObject *NVRenderBackendBufferObject;
+ /// opaque attribute layout object handle
+ typedef struct _NVRenderBackendAttribLayoutObject *NVRenderBackendAttribLayoutObject;
+ /// opaque input assembler object handle
+ typedef struct _NVRenderBackendInputAssemblerObject *NVRenderBackendInputAssemblerObject;
+ /// opaque texture object handle
+ typedef struct _NVRenderBackendTextureObject *NVRenderBackendTextureObject;
+ /// opaque sampler object handle
+ typedef struct _NVRenderBackendSamplerObject *NVRenderBackendSamplerObject;
+ /// opaque renderbuffer object handle
+ typedef struct _NVRenderBackendRenderbufferObject *NVRenderBackendRenderbufferObject;
+ /// opaque framebuffer object handle
+ typedef struct _NVRenderBackendRenderTargetObject *NVRenderBackendRenderTargetObject;
+ /// opaque vertex shader object handle
+ typedef struct _NVRenderBackendVertexShaderObject *NVRenderBackendVertexShaderObject;
+ /// opaque fragment shader object handle
+ typedef struct _NVRenderBackendFragmentShaderObject *NVRenderBackendFragmentShaderObject;
+ /// opaque tesselation control shader object handle
+ typedef struct _NVRenderBackendTessControlShaderObject
+ *NVRenderBackendTessControlShaderObject;
+ /// opaque tesselation evaluation shader object handle
+ typedef struct _NVRenderBackendTessEvaluationShaderObject
+ *NVRenderBackendTessEvaluationShaderObject;
+ /// opaque geometry shader object handle
+ typedef struct _NVRenderBackendGeometryShaderObject *NVRenderBackendGeometryShaderObject;
+ /// opaque compute shader object handle
+ typedef struct _NVRenderBackendComputeShaderObject *NVRenderBackendComputeShaderObject;
+ /// opaque shader program object handle
+ typedef struct _NVRenderBackendShaderProgramObject *NVRenderBackendShaderProgramObject;
+ /// opaque depth stencil state object handle
+ typedef struct _NVRenderBackendDepthStencilStateObject
+ *NVRenderBackendDepthStencilStateObject;
+ /// opaque rasterizer state object handle
+ typedef struct _NVRenderBackendRasterizerStateObject *NVRenderBackendRasterizerStateObject;
+ /// opaque query object handle
+ typedef struct _NVRenderBackendQueryObject *NVRenderBackendQueryObject;
+ /// opaque sync object handle
+ typedef struct _NVRenderBackendSyncObject *NVRenderBackendSyncObject;
+ /// opaque sync object handle
+ typedef struct _NVRenderBackendProgramPipeline *NVRenderBackendProgramPipeline;
+ /// opaque sync object handle
+ typedef struct _NVRenderBackendPathObject *NVRenderBackendPathObject;
+
+ // backend capability caps
+ typedef struct
+ {
+ enum Enum {
+ ConstantBuffer, ///< Constant buffer support query
+ DepthStencilTexture, ///< depth stencil texture format suport query
+ DxtImages, ///< DXT image support query
+ FpRenderTarget, ///< render to floating point target support query
+ MsTexture, ///< Multisample texture support query
+ TexSwizzle, ///< Texture swizzle support query
+ FastBlits, ///< Hardware supports fast blits
+ Tessellation, ///< Hardware supports tessellation
+ Compute, ///< Hardware supports compute shader
+ Geometry, ///< Hardware supports geometry shader
+ SampleQuery, ///< Hardware supports query calls of type samples
+ TimerQuery, ///< Hardware supports query calls of type timer
+ CommandSync, ///< Hardware supports command sync object
+ TextureArray, ///< Hardware supports texture arrays
+ StorageBuffer, ///< Hardware supports shader storage buffers
+ AtomicCounterBuffer, ///< Hardware supports atomic counter buffers
+ ShaderImageLoadStore, ///< Hardware supports shader image load store operations
+ ProgramPipeline, ///< Driver supports separate programs
+ PathRendering, ///< Driver support path rendering
+ AdvancedBlend, ///< Driver supports advanced blend modes
+ BlendCoherency, ///< Hardware supports blend coherency
+ gpuShader5, // for high precision sampling
+ AdvancedBlendKHR, ///< Driver supports advanced blend modes
+ VertexArrayObject,
+ StandardDerivatives,
+ TextureLod
+ };
+ } NVRenderBackendCaps;
+
+ // backend queries
+ typedef struct
+ {
+ enum Enum {
+ MaxTextureSize, ///< Return max supported texture size
+ MaxTextureArrayLayers, ///< Return max supported layer count for texture arrays
+ MaxConstantBufferSlots, ///< Return max supported constant buffe slots for a single
+ ///shader stage
+ MaxConstantBufferBlockSize ///< Return max supported size for a single constant
+ ///buffer block
+ };
+ } NVRenderBackendQuery;
+
+ /// backend interface
+
+ /**
+ * @brief get the backend type
+ *
+ * @return true backend type
+ */
+ virtual NVRenderContextType GetRenderContextType() const = 0;
+
+ /**
+ * @brief get the version of the shading language
+ * @return version string, must be copied by clients to be retained.
+ */
+ virtual const char *GetShadingLanguageVersion() = 0;
+
+ /**
+ * @brief get maximum supported texture image units that
+ * can be used to access texture maps from the vertex shader and the fragment processor
+ *combined.
+ *
+ * @return max texture size
+ */
+ virtual QT3DSU32 GetMaxCombinedTextureUnits() = 0;
+
+ /**
+ * @brief query Backend capabilities
+ *
+ * @param[in] inCap CAPS flag to query
+ * @ConstantBuffer, @DepthStencilTexture, ...
+ *
+ * @return true if supported
+ */
+ virtual bool GetRenderBackendCap(NVRenderBackendCaps::Enum inCap) const = 0;
+
+ /**
+ * @brief query Backend values
+ *
+ * @param[in] inQuery Query flag to get value for
+ * @MaxTextureSize, @MaxTextureArrayLayers,
+ *...
+ * @param[in/out] params the query result is stored here
+ *
+ * @return no return
+ */
+ virtual void GetRenderBackendValue(NVRenderBackendQuery::Enum inQuery,
+ QT3DSI32 *params) const = 0;
+
+ /**
+ * @brief query for bit depth of the depth buffer
+ *
+ * @return depth buffer bitplanes
+ */
+ virtual QT3DSU32 GetDepthBits() const = 0;
+
+ /**
+ * @brief query for bit depth of the stencil buffer
+ *
+ * @return stencil buffer bitplanes
+ */
+ virtual QT3DSU32 GetStencilBits() const = 0;
+
+ /*
+ * @brief set a backend rende state
+ *
+ * @param[in] bEnable enable/disable state
+ * @param[in] value type of state
+ *
+ * @return no return
+ */
+ virtual void SetRenderState(bool bEnable, const NVRenderState::Enum value) = 0;
+
+ /**
+ * @brief get a backend rende state
+ *
+ * @param[in] value type of state
+ *
+ * @return true if state enabled otherwise false
+ */
+ virtual bool GetRenderState(const NVRenderState::Enum value) = 0;
+
+ /**
+ * @brief get current depth function
+ *
+ * @return active depth function
+ */
+ virtual NVRenderBoolOp::Enum GetDepthFunc() = 0;
+
+ /**
+ * @brief create a depth stencil state object
+ *
+ * @param[in] enableDepth enable depth test
+ * @param[in] depthMask enable depth writes
+ * @param[in] depthFunc depth compare function
+ * @param[in] enableStencil enable stencil test
+ * @param[in] stencilFuncFront stencil setup front faces
+ * @param[in] stencilFuncBack stencil setup back faces
+ * @param[in] depthStencilOpFront depth/stencil operations front faces
+ * @param[in] depthStencilOpBack depth/stencil operations back faces
+ *
+ * @return opaque handle to state object
+ */
+ virtual NVRenderBackendDepthStencilStateObject
+ CreateDepthStencilState(bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc,
+ bool enableStencil,
+ NVRenderStencilFunctionArgument &stencilFuncFront,
+ NVRenderStencilFunctionArgument &stencilFuncBack,
+ NVRenderStencilOperationArgument &depthStencilOpFront,
+ NVRenderStencilOperationArgument &depthStencilOpBack) = 0;
+
+ /**
+ * @brief release a depth stencil state object
+ *
+ * @param[in] depthStencilState pointer to state object
+ *
+ * @return none
+ */
+ virtual void
+ ReleaseDepthStencilState(NVRenderBackendDepthStencilStateObject depthStencilState) = 0;
+
+ /**
+ * @brief create a rasterizer state object
+ *
+ * @param[in] depthBias any othe value than 0 enables depth bias
+ * @param[in] depthScale any othe value than 0 enables depth scale
+ * @param[in] cullFace select face to cull front or back
+ *
+ * @return opaque handle to state object
+ */
+ virtual NVRenderBackendRasterizerStateObject
+ CreateRasterizerState(QT3DSF32 depthBias, QT3DSF32 depthScale, NVRenderFaces::Enum cullFace) = 0;
+
+ /**
+ * @brief release a rasterizer state object
+ *
+ * @param[in] rasterizerState pointer to state object
+ *
+ * @return none
+ */
+ virtual void
+ ReleaseRasterizerState(NVRenderBackendRasterizerStateObject rasterizerState) = 0;
+
+ /**
+ * @brief set depth stencil state
+ *
+ * @param[in] depthStencilState pointer to state object
+ *
+ * @return none
+ */
+ virtual void
+ SetDepthStencilState(NVRenderBackendDepthStencilStateObject depthStencilState) = 0;
+
+ /**
+ * @brief set rasterizer state
+ *
+ * @param[in] rasterizerState pointer to state object
+ *
+ * @return none
+ */
+ virtual void SetRasterizerState(NVRenderBackendRasterizerStateObject rasterizerState) = 0;
+
+ /**
+ * @brief set current depth function
+ *
+ * @param[in] func type of function
+ *
+ * @return no return
+ */
+ virtual void SetDepthFunc(const NVRenderBoolOp::Enum func) = 0;
+
+ /**
+ * @brief query if depth write is enabled
+ *
+ * @return true if enabled
+ */
+ virtual bool GetDepthWrite() = 0;
+
+ /**
+ * @brief enable / disable depth writes
+ *
+ * @param[in] bEnable true for enable
+ *
+ * @return no return
+ */
+ virtual void SetDepthWrite(bool bEnable) = 0;
+
+ /**
+ * @brief enable / disable color channel writes
+ *
+ * @param[in] bRed true for enable red channel
+ * @param[in] bGreen true for enable green channel
+ * @param[in] bBlue true for enable blue channel
+ * @param[in] bAlpha true for enable alpha channel
+ *
+ * @return no return
+ */
+ virtual void SetColorWrites(bool bRed, bool bGreen, bool bBlue, bool bAlpha) = 0;
+
+ /**
+ * @brief enable / disable multisample rendering
+ *
+ * @param[in] bEnable true for enable
+ *
+ * @return no return
+ */
+ virtual void SetMultisample(bool bEnable) = 0;
+
+ /**
+ * @brief query blend functions
+ *
+ * @param[out] pBlendFuncArg blending functions
+ *
+ * @return no return
+ */
+ virtual void GetBlendFunc(NVRenderBlendFunctionArgument *pBlendFuncArg) = 0;
+
+ /**
+ * @brief set blend functions
+ *
+ * @param[in] pBlendFuncArg blending functions
+ *
+ * @return no return
+ */
+ virtual void SetBlendFunc(const NVRenderBlendFunctionArgument &blendFuncArg) = 0;
+
+ /**
+ * @brief set blend equation
+ *
+ * @param[in] pBlendEquArg blending equation
+ *
+ * @return no return
+ */
+ virtual void SetBlendEquation(const NVRenderBlendEquationArgument &pBlendEquArg) = 0;
+
+ /**
+ * @brief guarantee blend coherency
+ *
+ *
+ * @return no return
+ */
+ virtual void SetBlendBarrier(void) = 0;
+
+ /**
+ * @brief query scissor rectangle
+ *
+ * @param[out] pRect contains scissor rect
+ *
+ * @return no return
+ */
+ virtual void GetScissorRect(NVRenderRect *pRect) = 0;
+
+ /**
+ * @brief set scissor rectangle
+ *
+ * @param[out] pRect contains scissor rect
+ *
+ * @return no return
+ */
+ virtual void SetScissorRect(const NVRenderRect &rect) = 0;
+
+ /**
+ * @brief query viewport rectangle
+ *
+ * @param[out] pRect contains viewport rect
+ *
+ * @return no return
+ */
+ virtual void GetViewportRect(NVRenderRect *pRect) = 0;
+
+ /**
+ * @brief set viewport rectangle
+ *
+ * @param[out] pRect contains viewport rect
+ *
+ * @return no return
+ */
+ virtual void SetViewportRect(const NVRenderRect &rect) = 0;
+
+ /**
+ * @brief query viewport rectangle
+ *
+ * @param[in] clearColor clear color
+ *
+ * @return no return
+ */
+ virtual void SetClearColor(const QT3DSVec4 *pClearColor) = 0;
+
+ /**
+ * @brief query viewport rectangle
+ *
+ * @param[in] flags clear flags
+ *
+ * @return no return
+ */
+ virtual void Clear(NVRenderClearFlags flags) = 0;
+
+ /**
+ * @brief create a buffer object
+ *
+ * @param[in] size Size of the buffer
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ * @param[in] usage Usage of the buffer (e.g. static, dynamic...)
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ *application.
+ *
+ * @return The created buffer object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendBufferObject CreateBuffer(size_t size,
+ NVRenderBufferBindFlags bindFlags,
+ NVRenderBufferUsageType::Enum usage,
+ const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief bind a buffer object
+ *
+ * @param[in] bo Pointer to buffer object
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ *
+ * @return no return.
+ */
+ virtual void BindBuffer(NVRenderBackendBufferObject bo,
+ NVRenderBufferBindFlags bindFlags) = 0;
+
+ /**
+ * @brief Release a single buffer object
+ *
+ * @param[in] bo Pointer to buffer object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseBuffer(NVRenderBackendBufferObject bo) = 0;
+
+ /**
+ * @brief update a whole buffer object
+ *
+ * @param[in] bo Pointer to buffer object
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ * @param[in] size Size of the data buffer
+ * @param[in] usage Usage of the buffer (e.g. static, dynamic...)
+ * @param[in] data A pointer to the buffer data that is allocated by the
+ *application.
+ *
+ * @return no return.
+ */
+ virtual void UpdateBuffer(NVRenderBackendBufferObject bo, NVRenderBufferBindFlags bindFlags,
+ size_t size, NVRenderBufferUsageType::Enum usage,
+ const void *data) = 0;
+
+ /**
+ * @brief update a range of a buffer object
+ *
+ * @param[in] bo Pointer to buffer object
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ * @param[in] size Size of the data buffer
+ * @param[in] usage Usage of the buffer (e.g. static, dynamic...)
+ * @param[in] data A pointer to the buffer data that is allocated by the
+ *application.
+ *
+ * @return no return.
+ */
+ virtual void UpdateBufferRange(NVRenderBackendBufferObject bo,
+ NVRenderBufferBindFlags bindFlags, size_t offset,
+ size_t size, const void *data) = 0;
+
+ /**
+ * @brief Get a pointer to the buffer data ( GL(ES) >= 3 only )
+ *
+ * @param[in] bo Pointer to buffer object
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ * @param[in] offset Byte offset into the data buffer
+ * @param[in] length Byte length of mapping size
+ * @param[in] access Access of the buffer (e.g. read, write, ...)
+ *
+ * @return pointer to mapped data or null.
+ */
+ virtual void *MapBuffer(NVRenderBackendBufferObject bo, NVRenderBufferBindFlags bindFlags,
+ size_t offset, size_t length,
+ NVRenderBufferAccessFlags accessFlags) = 0;
+
+ /**
+ * @brief Unmap a previously mapped buffer ( GL(ES) >= 3 only )
+ * This functions transfers the content to the hardware buffer
+ *
+ * @param[in] bo Pointer to buffer object
+ * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...)
+ * For OpenGL this should be a single
+ *value
+ *
+ * @return true if successful
+ */
+ virtual bool UnmapBuffer(NVRenderBackendBufferObject bo,
+ NVRenderBufferBindFlags bindFlags) = 0;
+
+ /**
+ * @brief Set a memory barrier
+ *
+ * @param[in] barriers Flags for barriers
+ *
+ * @return no return.
+ */
+ virtual void SetMemoryBarrier(NVRenderBufferBarrierFlags barriers) = 0;
+
+ /**
+ * @brief create a query object
+ *
+ * @return The created query object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendQueryObject CreateQuery() = 0;
+
+ /**
+ * @brief delete query objects
+ *
+ * @param[in] qo Handle to query object
+ *
+ * @return no return
+ */
+ virtual void ReleaseQuery(NVRenderBackendQueryObject qo) = 0;
+
+ /**
+ * @brief Start query recording
+ *
+ * @param[in] qo Handle to query object
+ * @param[in] type Type of query
+ *
+ * @return no return
+ */
+ virtual void BeginQuery(NVRenderBackendQueryObject qo, NVRenderQueryType::Enum type) = 0;
+
+ /**
+ * @brief End query recording
+ *
+ * @param[in] qo Handle to query object
+ * @param[in] type Type of query
+ *
+ * @return no return
+ */
+ virtual void EndQuery(NVRenderBackendQueryObject qo, NVRenderQueryType::Enum type) = 0;
+
+ /**
+ * @brief Get a query result
+ *
+ * @param[in] qo Handle to query object
+ * @param[in] type Type of query
+ * @param[out] params Contains result of query regarding query type
+ *
+ * @return no return
+ */
+ virtual void GetQueryResult(NVRenderBackendQueryObject qo,
+ NVRenderQueryResultType::Enum resultType, QT3DSU32 *params) = 0;
+
+ /**
+ * @brief Get a query result
+ *
+ * @param[in] qo Handle to query object
+ * @param[in] type Type of query
+ * @param[out] params Contains result of query regarding query type 64 bit returns
+ *
+ * @return no return
+ */
+ virtual void GetQueryResult(NVRenderBackendQueryObject qo,
+ NVRenderQueryResultType::Enum resultType, QT3DSU64 *params) = 0;
+
+ /**
+ * @brief Record the GPU time using the query object
+ *
+ * @param[in] qo Handle to query object
+ *
+ * @return no return
+ */
+ virtual void SetQueryTimer(NVRenderBackendQueryObject qo) = 0;
+
+ /**
+ * @brief create a sync object and place it in the command queue
+ *
+ * @param[in] tpye Type to sync
+ * @param[in] syncFlags Currently unused
+ *
+ * @return The created sync object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendSyncObject CreateSync(NVRenderSyncType::Enum tpye,
+ NVRenderSyncFlags syncFlags) = 0;
+
+ /**
+ * @brief delete sync object
+ *
+ * @param[in] so Handle to sync object
+ *
+ * @return no return
+ */
+ virtual void ReleaseSync(NVRenderBackendSyncObject so) = 0;
+
+ /**
+ * @brief wait for sync object to be signaled
+ *
+ * @param[in] so Handle to sync object
+ * @param[in] syncFlags Currently unused
+ * @param[in] timeout Currently ignored
+ *
+ * @return no return
+ */
+ virtual void WaitSync(NVRenderBackendSyncObject so, NVRenderCommandFlushFlags syncFlags,
+ QT3DSU64 timeout) = 0;
+
+ /**
+ * @brief create a render target object
+ *
+ *
+ * @return The created render target object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendRenderTargetObject CreateRenderTarget() = 0;
+
+ /**
+ * @brief Release a single render target object
+ *
+ * @param[in] rto Pointer to render target object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseRenderTarget(NVRenderBackendRenderTargetObject rto) = 0;
+
+ /**
+ * @brief Attach a renderbuffer object to the framebuffer
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] attachment Attachment point (e.g COLOR0, DEPTH)
+ * @param[in] rbo Pointer to renderbuffer object
+ *
+ * @return no return.
+ */
+ virtual void RenderTargetAttach(NVRenderBackendRenderTargetObject rto,
+ NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderBackendRenderbufferObject rbo) = 0;
+
+ /**
+ * @brief Attach a texture object to the render target
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] attachment Attachment point (e.g COLOR0, DEPTH)
+ * @param[in] to Pointer to texture object
+ * @param[in] target Attachment texture target
+ *
+ * @return no return.
+ */
+ virtual void RenderTargetAttach(
+ NVRenderBackendRenderTargetObject rto, NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target = NVRenderTextureTargetType::Texture2D) = 0;
+
+ /**
+ * @brief Attach a texture object to the render target
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] attachment Attachment point (e.g COLOR0, DEPTH)
+ * @param[in] to Pointer to texture object
+ * @param[in] level Texture mip level
+ * @param[in] layer Texture layer or slice
+ *
+ * @return no return.
+ */
+ virtual void RenderTargetAttach(NVRenderBackendRenderTargetObject rto,
+ NVRenderFrameBufferAttachments::Enum attachment,
+ NVRenderBackendTextureObject to, QT3DSI32 level,
+ QT3DSI32 layer) = 0;
+
+ /**
+ * @brief Make a render target active
+ *
+ * @param[in] rto Pointer to render target object
+ *
+ * @return no return.
+ */
+ virtual void SetRenderTarget(NVRenderBackendRenderTargetObject rto) = 0;
+
+ /**
+ * @brief Check if a render target is ready for render
+ *
+ * @param[in] rto Pointer to render target object
+ *
+ * @return true if usable.
+ */
+ virtual bool RenderTargetIsValid(NVRenderBackendRenderTargetObject rto) = 0;
+
+ /**
+ * @brief Make a render target active for reading
+ *
+ * @param[in] rto Pointer to render target object
+ *
+ * @return no return.
+ */
+ virtual void SetReadTarget(NVRenderBackendRenderTargetObject rto) = 0;
+
+ /**
+ * @brief Set active buffers for drawing
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] inDrawBufferSet Pointer to array of enabled render targets
+ *
+ * @return no return.
+ */
+ virtual void SetDrawBuffers(NVRenderBackendRenderTargetObject rto,
+ NVConstDataRef<QT3DSI32> inDrawBufferSet) = 0;
+
+ /**
+ * @brief Set active buffer for reading
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] inReadFace Buffer to read from
+ *
+ * @return no return.
+ */
+ virtual void SetReadBuffer(NVRenderBackendRenderTargetObject rto,
+ NVReadFaces::Enum inReadFace) = 0;
+
+ /**
+ * @brief Copy framebuffer attachments. Source is set with SetReadTarget dest with
+ * SetRenderTarget
+ *
+ * @param[in] srcX0 Lower left X coord of source rectangle
+ * @param[in] srcY0 Lower left Y coord of source rectangle
+ * @param[in] srcX1 Upper right X coord of source rectangle
+ * @param[in] srcY1 Upper right Y coord of source rectangle
+ * @param[in] dstX0 Lower left X coord of dest rectangle
+ * @param[in] dstY0 Lower left Y coord of dest rectangle
+ * @param[in] dstX1 Upper right X coord of dest rectangle
+ * @param[in] dstY1 Upper right Y coord of dest rectangle
+ * @param[in] inDrawBufferSet pointer to array of enabled render targets
+ * @param[in] filter Copy filter method (NEAREST or LINEAR)
+ *
+ * @return no return.
+ */
+ virtual void BlitFramebuffer(QT3DSI32 srcX0, QT3DSI32 srcY0, QT3DSI32 srcX1, QT3DSI32 srcY1,
+ QT3DSI32 dstX0, QT3DSI32 dstY0, QT3DSI32 dstX1, QT3DSI32 dstY1,
+ NVRenderClearFlags flags,
+ NVRenderTextureMagnifyingOp::Enum filter) = 0;
+
+ /**
+ * @brief create a render buffer object
+ *
+ * @param[in] storageFormat Format of the buffer
+ * @param[in] width Buffer with
+ * @param[in] height Buffer height
+ *
+ * @return The created render buffer object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendRenderbufferObject
+ CreateRenderbuffer(NVRenderRenderBufferFormats::Enum storageFormat, size_t width,
+ size_t height) = 0;
+
+ /**
+ * @brief Release a single renderbuffer object
+ *
+ * @param[in] bo Pointer to renderbuffer object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseRenderbuffer(NVRenderBackendRenderbufferObject rbo) = 0;
+
+ /**
+ * @brief resize a render buffer object
+ *
+ * @param[in] storageFormat Format of the buffer
+ * @param[in] width Buffer with
+ * @param[in] height Buffer height
+ *
+ * @return True on success
+ */
+ virtual bool ResizeRenderbuffer(NVRenderBackendRenderbufferObject rbo,
+ NVRenderRenderBufferFormats::Enum storageFormat,
+ size_t width, size_t height) = 0;
+
+ /**
+ * @brief create a texture object
+ *
+ * @return The created texture object or NULL if the creation failed..
+ */
+ virtual NVRenderBackendTextureObject CreateTexture() = 0;
+
+ /**
+ * @brief set texture data for a 2D texture
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] border border
+ * @param[in] format format of provided pixel data
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetTextureData2D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ NVRenderTextureFormats::Enum internalFormat, size_t width,
+ size_t height, QT3DSI32 border,
+ NVRenderTextureFormats::Enum format,
+ const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief set texture data for the face of a Cube map
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target face
+ * @param[in] level Texture mip level
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] border border
+ * @param[in] format format of provided pixel data
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetTextureDataCubeFace(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ NVRenderTextureFormats::Enum internalFormat,
+ size_t width, size_t height, QT3DSI32 border,
+ NVRenderTextureFormats::Enum format,
+ const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief create a storage for a 2D texture including mip levels
+ * Note that this makes texture immutable in size and format
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] levels Texture mip level count
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ *
+ * @return No return
+ */
+ virtual void CreateTextureStorage2D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 levels,
+ NVRenderTextureFormats::Enum internalFormat,
+ size_t width, size_t height) = 0;
+
+ /**
+ * @brief set texture sub data for a 2D texture
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] xOffset Texture x offset
+ * @param[in] yOffset Texture y offset
+ * @param[in] width Texture width
+ * @param[in] height Texture height
+ * @param[in] border border
+ * @param[in] format format of texture
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetTextureSubData2D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ QT3DSI32 xOffset, QT3DSI32 yOffset, size_t width, size_t height,
+ NVRenderTextureFormats::Enum format,
+ const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief set compressed texture data for a 2D texture
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] border border
+ * @param[in] imageSize image size in bytes located at hostPtr
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetCompressedTextureData2D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ NVRenderTextureFormats::Enum internalFormat,
+ size_t width, size_t height, QT3DSI32 border,
+ size_t imageSize, const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief set compressed texture data for a Cubemap face
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] border border
+ * @param[in] imageSize image size in bytes located at hostPtr
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetCompressedTextureDataCubeFace(
+ NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ NVRenderTextureFormats::Enum internalFormat, size_t width, size_t height, QT3DSI32 border,
+ size_t imageSize, const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief set compressed texture sub data for a 2D texture
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] xOffset Texture x offset
+ * @param[in] yOffset Texture y offset
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] format format of provided pixel data
+ * @param[in] imageSize image size in bytes located at hostPtr
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetCompressedTextureSubData2D(
+ NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ QT3DSI32 xOffset, QT3DSI32 yOffset, size_t width, size_t height,
+ NVRenderTextureFormats::Enum format, size_t imageSize, const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief establish a multisampled 2D texture
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D MS
+ * @param[in] samples Textures sample count
+ * @param[in] internalFormat Format of the texture
+ * @param[in] width Texture width
+ * @param[in] height Texture height
+ * @param[in] bool Fixed sample locations
+ *
+ * @return No return
+ */
+ virtual void SetMultisampledTextureData2D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target,
+ size_t samples,
+ NVRenderTextureFormats::Enum internalFormat,
+ size_t width, size_t height,
+ bool fixedsamplelocations) = 0;
+
+ /**
+ * @brief set texture data for a 3D texture or 2D texture array
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] level Texture mip level
+ * @param[in] internalFormat format of the texture
+ * @param[in] width texture width
+ * @param[in] height texture height
+ * @param[in] depth texture depth or slice count
+ * @param[in] border border
+ * @param[in] format format of provided pixel data
+ * @param[in] hostPtr A pointer to the buffer data that is allocated by the
+ * application.
+ *
+ * @return No return
+ */
+ virtual void SetTextureData3D(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 level,
+ NVRenderTextureFormats::Enum internalFormat, size_t width,
+ size_t height, size_t depth, QT3DSI32 border,
+ NVRenderTextureFormats::Enum format,
+ const void *hostPtr = NULL) = 0;
+
+ /**
+ * @brief generate mipmap levels
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Texture target 2D,...
+ * @param[in] hint How to generate mips (Nicest)
+ *
+ * @return No return
+ */
+ virtual void GenerateMipMaps(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target,
+ NVRenderHint::Enum genType) = 0;
+
+ /**
+ * @brief bind a texture object
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] target Where to bind this texture (e.g. 2D, 3D, ...)
+ * @param[in] unit Which unit to bind this texture
+ *
+ * @return no return.
+ */
+ virtual void BindTexture(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSU32 unit) = 0;
+
+ /**
+ * @brief bind a image/texture object
+ *
+ * @param[in] to Pointer to texture object
+ * @param[in] unit Which unit to bind this texture
+ * @param[in] level Which level to bind
+ * @param[in] layered Bind layered texture (cube map, array,... )
+ * @param[in] level Specify layer. Only valid of layered=false.
+ * @param[in] access Access mode ( read, write, read-write )
+ * @param[in] format Texture format must be compatible with Image format
+ *
+ * @return no return.
+ */
+ virtual void BindImageTexture(NVRenderBackendTextureObject to, QT3DSU32 unit, QT3DSI32 level,
+ bool layered, QT3DSI32 layer,
+ NVRenderImageAccessType::Enum accessFlags,
+ NVRenderTextureFormats::Enum format) = 0;
+
+ /**
+ * @brief Release a single texture object
+ *
+ * @param[in] to Pointer to buffer object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseTexture(NVRenderBackendTextureObject to) = 0;
+
+ /**
+ * @brief query texture swizzle mode
+ * This is mainly for luminance, alpha replacement with R8 formats
+ *
+ * @param[in] inFormat input texture format to check
+ *
+ * @return texture swizzle mode
+ */
+ virtual NVRenderTextureSwizzleMode::Enum
+ GetTextureSwizzleMode(const NVRenderTextureFormats::Enum inFormat) const = 0;
+
+ /**
+ * @ brief create a sampler
+ *
+ * @param[in] minFilter Texture min filter
+ * @param[in] magFilter Texture mag filter
+ * @param[in] wrapS Texture coord generation for S
+ * @param[in] wrapT Texture coord generation for T
+ * @param[in] wrapR Texture coord generation for R
+ * @param[in] minLod Texture min level of detail
+ * @param[in] maxLod Texture max level of detail
+ * @param[in] lodBias Texture level of detail example
+ * @param[in] compareMode Texture compare mode
+ * @param[in] compareFunc Texture compare function
+ * @param[in] anisoFilter Aniso filter value [1.0, 16.0]
+ * @param[in] borderColor Texture border color float[4]
+ *
+ * @return The created sampler object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendSamplerObject CreateSampler(
+ NVRenderTextureMinifyingOp::Enum minFilter = NVRenderTextureMinifyingOp::Linear,
+ NVRenderTextureMagnifyingOp::Enum magFilter = NVRenderTextureMagnifyingOp::Linear,
+ NVRenderTextureCoordOp::Enum wrapS = NVRenderTextureCoordOp::ClampToEdge,
+ NVRenderTextureCoordOp::Enum wrapT = NVRenderTextureCoordOp::ClampToEdge,
+ NVRenderTextureCoordOp::Enum wrapR = NVRenderTextureCoordOp::ClampToEdge,
+ QT3DSI32 minLod = -1000, QT3DSI32 maxLod = 1000, QT3DSF32 lodBias = 0.0,
+ NVRenderTextureCompareMode::Enum compareMode = NVRenderTextureCompareMode::NoCompare,
+ NVRenderTextureCompareOp::Enum compareFunc = NVRenderTextureCompareOp::LessThanOrEqual,
+ QT3DSF32 anisotropy = 1.0, QT3DSF32 *borderColor = NULL) = 0;
+
+ /**
+ * @ brief update a sampler
+ *
+ * @param[in] so Pointer to sampler object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] minFilter Texture min filter
+ * @param[in] magFilter Texture mag filter
+ * @param[in] wrapS Texture coord generation for S
+ * @param[in] wrapT Texture coord generation for T
+ * @param[in] wrapR Texture coord generation for R
+ * @param[in] minLod Texture min level of detail
+ * @param[in] maxLod Texture max level of detail
+ * @param[in] lodBias Texture level of detail bias (unused)
+ * @param[in] compareMode Texture compare mode
+ * @param[in] compareFunc Texture compare function
+ * @param[in] anisoFilter Aniso filter value [1.0, 16.0]
+ * @param[in] borderColor Texture border color float[4] (unused)
+ *
+ * @return No return
+ */
+ virtual void UpdateSampler(
+ NVRenderBackendSamplerObject so, NVRenderTextureTargetType::Enum target,
+ NVRenderTextureMinifyingOp::Enum minFilter = NVRenderTextureMinifyingOp::Linear,
+ NVRenderTextureMagnifyingOp::Enum magFilter = NVRenderTextureMagnifyingOp::Linear,
+ NVRenderTextureCoordOp::Enum wrapS = NVRenderTextureCoordOp::ClampToEdge,
+ NVRenderTextureCoordOp::Enum wrapT = NVRenderTextureCoordOp::ClampToEdge,
+ NVRenderTextureCoordOp::Enum wrapR = NVRenderTextureCoordOp::ClampToEdge,
+ QT3DSF32 minLod = -1000.0, QT3DSF32 maxLod = 1000.0, QT3DSF32 lodBias = 0.0,
+ NVRenderTextureCompareMode::Enum compareMode = NVRenderTextureCompareMode::NoCompare,
+ NVRenderTextureCompareOp::Enum compareFunc = NVRenderTextureCompareOp::LessThanOrEqual,
+ QT3DSF32 anisotropy = 1.0, QT3DSF32 *borderColor = NULL) = 0;
+
+ /**
+ * @ brief Update a textures swizzle mode
+ *
+ * @param[in] so Pointer to texture object
+ * @param[in] target Texture target 2D, 3D
+ * @param[in] swizzleMode Texture swizzle mode
+ *
+ * @return No return
+ */
+ virtual void UpdateTextureSwizzle(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target,
+ NVRenderTextureSwizzleMode::Enum swizzleMode) = 0;
+
+ /**
+ * @ brief Update state belonging to a texture object
+ *
+ * @param[in] so Pointer to texture object
+ * @param[in] target Texture target 2D, 3D, Cube
+ * @param[in] baseLevel Texture base level
+ * @param[in] maxLevel Texture max level
+ *
+ * @return No return
+ */
+ virtual void UpdateTextureObject(NVRenderBackendTextureObject to,
+ NVRenderTextureTargetType::Enum target, QT3DSI32 baseLevel,
+ QT3DSI32 maxLevel) = 0;
+
+ /**
+ * @brief Release a single sampler object
+ *
+ * @param[in] so Pointer to sampler object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseSampler(NVRenderBackendSamplerObject so) = 0;
+
+ /**
+ * @brief create a attribute layout object
+ *
+ * @param[in] attribs Array off vertex attributes.
+ *
+ * @return The created attribute layout object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendAttribLayoutObject
+ CreateAttribLayout(NVConstDataRef<NVRenderVertexBufferEntry> attribs) = 0;
+
+ /**
+ * @brief Release a attribute layoutr object
+ *
+ * @param[in] ao Pointer to attribute layout object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseAttribLayout(NVRenderBackendAttribLayoutObject ao) = 0;
+
+ /**
+ * @brief create a input assembler object
+ *
+ * @param[in] attribLayout Pointer to NVRenderBackendAttribLayoutObject object
+ * @param[in] buffers list of vertex buffers
+ * @param[in] indexBuffer index buffer object
+ * @param[in] strides list of strides of the buffer
+ * @param[in] offsets list of offsets into the buffer
+ * @param[in] patchVertexCount vertext count for a patch. Only valid for patch primitives
+ *
+ * @return The created input assembler object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendInputAssemblerObject
+ CreateInputAssembler(NVRenderBackendAttribLayoutObject attribLayout,
+ NVConstDataRef<NVRenderBackendBufferObject> buffers,
+ const NVRenderBackendBufferObject indexBuffer,
+ NVConstDataRef<QT3DSU32> strides, NVConstDataRef<QT3DSU32> offsets,
+ QT3DSU32 patchVertexCount) = 0;
+
+ /**
+ * @brief Release a input assembler object
+ *
+ * @param[in] iao Pointer to attribute layout object
+ *
+ * @return no return.
+ */
+ virtual void ReleaseInputAssembler(NVRenderBackendInputAssemblerObject iao) = 0;
+
+ /**
+ * @brief Set a input assembler object.
+ * This setup the render engine vertex assmebly
+ *
+ * @param[in] iao Pointer to attribute layout object
+ * @param[in] po Pointer program object
+ *
+ * @return false if it fails.
+ */
+ virtual bool SetInputAssembler(NVRenderBackendInputAssemblerObject iao,
+ NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Set the per patch vertex count
+ *
+ * @param[in] iao Pointer to attribute layout object
+ * @param[in] count Count of vertices per patch
+ *
+ * @return false if it fails.
+ */
+ virtual void SetPatchVertexCount(NVRenderBackendInputAssemblerObject iao, QT3DSU32 count) = 0;
+
+ /**
+ * @brief create a vertex shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created vertex shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendVertexShaderObject CreateVertexShader(NVConstDataRef<QT3DSI8> source,
+ eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a vertex shader object
+ *
+ * @param[in] vso Pointer to vertex shader object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseVertexShader(NVRenderBackendVertexShaderObject vso) = 0;
+
+ /**
+ * @brief create a fragment shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created vertex shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendFragmentShaderObject
+ CreateFragmentShader(NVConstDataRef<QT3DSI8> source, eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a fragment shader object
+ *
+ * @param[in] vso Pointer to fragment shader object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseFragmentShader(NVRenderBackendFragmentShaderObject fso) = 0;
+
+ /**
+ * @brief create a tessellation control shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created tessellation control shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendTessControlShaderObject
+ CreateTessControlShader(NVConstDataRef<QT3DSI8> source, eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a tessellation control shader object
+ *
+ * @param[in] tcso Pointer to tessellation control shader object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseTessControlShader(NVRenderBackendTessControlShaderObject tcso) = 0;
+
+ /**
+ * @brief create a tessellation evaluation shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created tessellation evaluation shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendTessEvaluationShaderObject
+ CreateTessEvaluationShader(NVConstDataRef<QT3DSI8> source, eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a tessellation evaluation shader object
+ *
+ * @param[in] tcso Pointer to tessellation evaluation shader object
+ *
+ * @return No Return.
+ */
+ virtual void
+ ReleaseTessEvaluationShader(NVRenderBackendTessEvaluationShaderObject teso) = 0;
+
+ /**
+ * @brief create a geometry shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created geometry shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendGeometryShaderObject
+ CreateGeometryShader(NVConstDataRef<QT3DSI8> source, eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a geometry shader object
+ *
+ * @param[in] tcso Pointer to geometry shader object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseGeometryShader(NVRenderBackendGeometryShaderObject gso) = 0;
+
+ /**
+ * @brief create a compute shader object
+ *
+ * @param[in] source Pointer to shader source
+ * @param[in/out] errorMessage Pointer to copy the error message
+ * @param[in] binary True if the source is actually a binary program
+ *
+ * @return The created compute shader object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendComputeShaderObject CreateComputeShader(NVConstDataRef<QT3DSI8> source,
+ eastl::string &errorMessage,
+ bool binary) = 0;
+
+ /**
+ * @brief release a compute shader object
+ *
+ * @param[in] cso Pointer to compute shader object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseComputeShader(NVRenderBackendComputeShaderObject cso) = 0;
+
+ /**
+ * @brief attach a vertex shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] vso Pointer to vertex shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendVertexShaderObject vso) = 0;
+
+ /**
+ * @brief detach a vertex shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] vso Pointer to vertex shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendVertexShaderObject vso) = 0;
+
+ /**
+ * @brief attach a fragment shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] fso Pointer to fragment shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendFragmentShaderObject fso) = 0;
+
+ /**
+ * @brief detach a fragment shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] fso Pointer to fragment shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendFragmentShaderObject fso) = 0;
+
+ /**
+ * @brief attach a tessellation control shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] tcso Pointer to tessellation control shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendTessControlShaderObject tcso) = 0;
+
+ /**
+ * @brief detach a tessellation control shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] tcso Pointer to tessellation control shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendTessControlShaderObject tcso) = 0;
+
+ /**
+ * @brief attach a tessellation evaluation shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] teso Pointer to tessellation evaluation shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendTessEvaluationShaderObject teso) = 0;
+
+ /**
+ * @brief detach a tessellation evaluation shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] teso Pointer to tessellation evaluation shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendTessEvaluationShaderObject teso) = 0;
+
+ /**
+ * @brief attach a geometry shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] teso Pointer to geometry shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendGeometryShaderObject gso) = 0;
+
+ /**
+ * @brief detach a geometry shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] teso Pointer to geometry shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendGeometryShaderObject gso) = 0;
+
+ /**
+ * @brief attach a compute shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] cso Pointer to compute shader object
+ *
+ * @return No Return.
+ */
+ virtual void AttachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendComputeShaderObject cso) = 0;
+
+ /**
+ * @brief detach a compute shader object to a program object
+ *
+ * @param[in] po Pointer to program object
+ * @param[in] cso Pointer to compute shader object
+ *
+ * @return No Return.
+ */
+ virtual void DetachShader(NVRenderBackendShaderProgramObject po,
+ NVRenderBackendComputeShaderObject cso) = 0;
+
+ /**
+ * @brief create a shader program object
+ *
+ * @param[in] isSeparable Tell the backend that this program is separable
+ *
+ * @return The created shader program object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendShaderProgramObject CreateShaderProgram(bool isSeparable) = 0;
+
+ /**
+ * @brief release a shader program object
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseShaderProgram(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief link a shader program object
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in/out] errorMessage Pointer to copy the error message
+ *
+ * @return True if program is succesful linked.
+ */
+ virtual bool LinkProgram(NVRenderBackendShaderProgramObject po,
+ eastl::string &errorMessage) = 0;
+
+ /**
+ * @brief Make a program current
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return No return
+ */
+ virtual void SetActiveProgram(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief create a program pipeline object
+ *
+ *
+ * @return The created program pipeline object or NULL if the creation failed.
+ */
+ virtual NVRenderBackendProgramPipeline CreateProgramPipeline() = 0;
+
+ /**
+ * @brief release a program pipeline object
+ *
+ * @param[in] ppo Pointer to program pipeline object
+ *
+ * @return No Return.
+ */
+ virtual void ReleaseProgramPipeline(NVRenderBackendProgramPipeline ppo) = 0;
+
+ /**
+ * @brief Make a program pipeline current
+ *
+ * @param[in] ppo Pointer to program pipeline object
+ *
+ * @return No return
+ */
+ virtual void SetActiveProgramPipeline(NVRenderBackendProgramPipeline ppo) = 0;
+
+ /**
+ * @brief Make a program stage active for this pipeline
+ *
+ * @param[in] ppo Pointer to program pipeline object
+ * @param[in] flags Shader stage flags to which this po is bound to
+ * @param[in] po Pointer to shader program object
+ *
+ * @return No return
+ */
+ virtual void SetProgramStages(NVRenderBackendProgramPipeline ppo,
+ NVRenderShaderTypeFlags flags,
+ NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Runs a compute program
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] numGroupsX The number of work groups to be launched in the X
+ * dimension
+ * @param[in] numGroupsY The number of work groups to be launched in the Y
+ * dimension
+ * @param[in] numGroupsZ The number of work groups to be launched in the Z
+ * dimension
+ *
+ * @return No return
+ */
+ virtual void DispatchCompute(NVRenderBackendShaderProgramObject po, QT3DSU32 numGroupsX,
+ QT3DSU32 numGroupsY, QT3DSU32 numGroupsZ) = 0;
+
+ /**
+ * @brief Query constant count for a program object
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return Return active constant count
+ */
+ virtual QT3DSI32 GetConstantCount(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Query constant buffer count for a program object
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return Return active constant buffer count
+ */
+ virtual QT3DSI32 GetConstantBufferCount(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Query constant information by ID
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] id Constant ID
+ * @param[in] bufSize Max char for nameBuf
+ * @param[out] numElem Usually one unless for arrays
+ * @param[out] type Constant data type (QT3DSVec4, QT3DSVec3,...)
+ * @param[out] binding Unit binding point for samplers and images
+ * @param[out] nameBuf Name of the constant
+ *
+ * @return Return current constant location or -1 if not found
+ */
+ virtual QT3DSI32 GetConstantInfoByID(NVRenderBackendShaderProgramObject po, QT3DSU32 id,
+ QT3DSU32 bufSize, QT3DSI32 *numElem,
+ NVRenderShaderDataTypes::Enum *type, QT3DSI32 *binding,
+ char *nameBuf) = 0;
+
+ /**
+ * @brief Query constant buffer information by ID
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] id Constant buffer ID
+ * @param[in] nameBufSize Size of nameBuf
+ * @param[out] paramCount Count ot parameter contained in the buffer
+ * @param[out] bufferSize Data size of the constant buffer
+ * @param[out] length Actual characters written
+ * @param[out] nameBuf Receives the name of the buffer
+ *
+ * @return Return current constant buffer location or -1 if not found
+ */
+ virtual QT3DSI32 GetConstantBufferInfoByID(NVRenderBackendShaderProgramObject po, QT3DSU32 id,
+ QT3DSU32 nameBufSize, QT3DSI32 *paramCount,
+ QT3DSI32 *bufferSize, QT3DSI32 *length,
+ char *nameBuf) = 0;
+
+ /**
+ * @brief Query constant buffer param indices
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] id Constant buffer ID
+ * @param[out] indices Receives the indices of the uniforms within the
+ * constant buffer
+ *
+ * @return no return value
+ */
+ virtual void GetConstantBufferParamIndices(NVRenderBackendShaderProgramObject po, QT3DSU32 id,
+ QT3DSI32 *indices) = 0;
+
+ /**
+ * @brief Query constant buffer param info by indices
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] count Number of indices
+ * @param[in] indices The indices of the uniforms within the constant
+ * buffer
+ * @param[out] type Array of param types ( float ,int, ...)
+ * @param[out] size Array of param size
+ * @param[out] offset Array of param offsets within the constant buffer
+ *
+ * @return no return value
+ */
+ virtual void GetConstantBufferParamInfoByIndices(NVRenderBackendShaderProgramObject po,
+ QT3DSU32 count, QT3DSU32 *indices, QT3DSI32 *type,
+ QT3DSI32 *size, QT3DSI32 *offset) = 0;
+
+ /**
+ * @brief Bind program constant block
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] blockIndex Constant block index returned by
+ * GetConstantBufferInfoByID
+ * @param[in] binding Block binding location which should be the same as index
+ * in ProgramSetConstantBlock
+ *
+ * @return No return
+ */
+ virtual void ProgramSetConstantBlock(NVRenderBackendShaderProgramObject po,
+ QT3DSU32 blockIndex, QT3DSU32 binding) = 0;
+
+ /**
+ * @brief Bind constant buffer for usage in the current active shader program
+ *
+ * @param[in] index Constant ID
+ * @param[in] bo Pointer to constant buffer object
+ *
+ * @return No return
+ */
+ virtual void ProgramSetConstantBuffer(QT3DSU32 index, NVRenderBackendBufferObject bo) = 0;
+
+ /**
+ * @brief Query storage buffer count for a program object
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return Return active storage buffer count
+ */
+ virtual QT3DSI32 GetStorageBufferCount(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Query storage buffer information by ID
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] id Storage buffer ID
+ * @param[in] nameBufSize Size of nameBuf
+ * @param[out] paramCount Count of parameter contained in the buffer
+ * @param[out] bufferSize Data size of the constant buffer
+ * @param[out] length Actual characters written
+ * @param[out] nameBuf Receives the name of the buffer
+ *
+ * @return Return current storage buffer binding or -1 if not found
+ */
+ virtual QT3DSI32 GetStorageBufferInfoByID(NVRenderBackendShaderProgramObject po, QT3DSU32 id,
+ QT3DSU32 nameBufSize, QT3DSI32 *paramCount,
+ QT3DSI32 *bufferSize, QT3DSI32 *length, char *nameBuf) = 0;
+
+ /**
+ * @brief Bind a storage buffer for usage in the current active shader program
+ *
+ * @param[in] index Constant ID
+ * @param[in] bo Pointer to storage buffer object
+ *
+ * @return No return
+ */
+ virtual void ProgramSetStorageBuffer(QT3DSU32 index, NVRenderBackendBufferObject bo) = 0;
+
+ /**
+ * @brief Query atomic counter buffer count for a program object
+ *
+ * @param[in] po Pointer to shader program object
+ *
+ * @return Return active atomic buffer count
+ */
+ virtual QT3DSI32 GetAtomicCounterBufferCount(NVRenderBackendShaderProgramObject po) = 0;
+
+ /**
+ * @brief Query atomic counter buffer information by ID
+ *
+ * @param[in] po Pointer to shader program object
+ * @param[in] id Storage buffer ID
+ * @param[in] nameBufSize Size of nameBuf
+ * @param[out] paramCount Count of parameter contained in the buffer
+ * @param[out] bufferSize Data size of the constant buffer
+ * @param[out] length Actual characters written
+ * @param[out] nameBuf Receives the name of the buffer
+ *
+ * @return Return current storage buffer binding or -1 if not found
+ */
+ virtual QT3DSI32 GetAtomicCounterBufferInfoByID(NVRenderBackendShaderProgramObject po,
+ QT3DSU32 id, QT3DSU32 nameBufSize, QT3DSI32 *paramCount,
+ QT3DSI32 *bufferSize, QT3DSI32 *length,
+ char *nameBuf) = 0;
+
+ /**
+ * @brief Bind a atomic counter buffer for usage in the current active shader program
+ *
+ * @param[in] index Constant ID
+ * @param[in] bo Pointer to atomic counter buffer object
+ *
+ * @return No return
+ */
+ virtual void ProgramSetAtomicCounterBuffer(QT3DSU32 index, NVRenderBackendBufferObject bo) = 0;
+
+ /**
+ * @brief Set constant value
+ *
+ * @param[in] po Pointer program object
+ * @param[in] id Constant ID
+ * @param[in] type Constant data type (QT3DSVec4, QT3DSVec3,...)
+ * @param[in] count Element count
+ * @param[in] value Pointer to constant value
+ * @param[in] transpose Transpose a matrix
+ *
+ * @return No return
+ */
+ virtual void SetConstantValue(NVRenderBackendShaderProgramObject po, QT3DSU32 id,
+ NVRenderShaderDataTypes::Enum type, QT3DSI32 count,
+ const void *value, bool transpose = false) = 0;
+
+ /**
+ * @brief Draw the current active vertex buffer
+ *
+ * @param[in] drawMode Draw mode (Triangles, ....)
+ * @param[in] start Start vertex
+ * @param[in] count Vertex count
+ *
+ * @return no return.
+ */
+ virtual void Draw(NVRenderDrawMode::Enum drawMode, QT3DSU32 start, QT3DSU32 count) = 0;
+
+ /**
+ * @brief Draw the current active vertex buffer using an indirect buffer
+ * This means the setup of the draw call is stored in a buffer bound to
+ * NVRenderBufferBindValues::Draw_Indirect
+ *
+ * @param[in] drawMode Draw mode (Triangles, ....)
+ * @param[in] indirect Offset into a indirect drawing setup buffer
+ *
+ * @return no return.
+ */
+ virtual void DrawIndirect(NVRenderDrawMode::Enum drawMode, const void *indirect) = 0;
+
+ /**
+ * @brief Draw the current active index buffer
+ *
+ * @param[in] drawMode Draw mode (Triangles, ....)
+ * @param[in] count Index count
+ * @param[in] type Index type (QT3DSU16, QT3DSU8)
+ * @param[in] indices Pointer to index buffer. In the case of buffer objects
+ * this is an offset into the active index buffer
+ *object.
+ *
+ * @return no return.
+ */
+ virtual void DrawIndexed(NVRenderDrawMode::Enum drawMode, QT3DSU32 count,
+ NVRenderComponentTypes::Enum type, const void *indices) = 0;
+
+ /**
+ * @brief Draw the current active index buffer using an indirect buffer
+ * This means the setup of the draw call is stored in a buffer bound to
+ * NVRenderBufferBindValues::Draw_Indirect
+ *
+ * @param[in] drawMode Draw mode (Triangles, ....)
+ * @param[in] type Index type (QT3DSU16, QT3DSU8)
+ * @param[in] indices Offset into a indirect drawing setup buffer
+ *
+ * @return no return.
+ */
+ virtual void DrawIndexedIndirect(NVRenderDrawMode::Enum drawMode,
+ NVRenderComponentTypes::Enum type,
+ const void *indirect) = 0;
+
+ /**
+ * @brief Read a pixel rectangle from render target (from bottom left)
+ *
+ * @param[in] rto Pointer to render target object
+ * @param[in] x Windows X start coord
+ * @param[in] y Windows Y start coord
+ * @param[in] width Read width dim
+ * @param[in] height Read height dim
+ * @param[out] pixels Returned pixel data
+ *
+ * @return No return
+ */
+ virtual void ReadPixel(NVRenderBackendRenderTargetObject rto, QT3DSI32 x, QT3DSI32 y, QT3DSI32 width,
+ QT3DSI32 height, NVRenderReadPixelFormats::Enum inFormat,
+ void *pixels) = 0;
+
+ /**
+ * @brief Create a NV path render object
+ *
+ * @param[in] range Number of internal objects
+ *
+ * @return return path object on success or NULL
+ */
+ virtual NVRenderBackendPathObject CreatePathNVObject(size_t range) = 0;
+
+ /**
+ * @brief Relase a NV path render object
+ *
+ * @param[in] po Created path object
+ * @param[in] range Number of internal objects
+ *
+ * @return return path object on success or NULL
+ */
+ virtual void ReleasePathNVObject(NVRenderBackendPathObject po, size_t range) = 0;
+
+ /**
+ * @brief Set the path commands and data.
+ *
+ * @param[in] inPathObject Pointer to NV path object
+ * @param[in] inPathCommands vector of path commands ( moveTo,... )
+ * @param[in] inPathCoords vector of path coords
+ *
+ * @return No return
+ */
+ virtual void SetPathSpecification(NVRenderBackendPathObject inPathObject,
+ NVConstDataRef<QT3DSU8> inPathCommands,
+ NVConstDataRef<QT3DSF32> inPathCoords) = 0;
+
+ /**
+ * @brief Get Bounds of the path object
+ *
+ * @param[in] inPathObject Pointer to NV path object
+ *
+ * @return return bounds
+ */
+ virtual NVBounds3 GetPathObjectBoundingBox(NVRenderBackendPathObject inPathObject) = 0;
+ virtual NVBounds3 GetPathObjectFillBox(NVRenderBackendPathObject inPathObject) = 0;
+ virtual NVBounds3 GetPathObjectStrokeBox(NVRenderBackendPathObject inPathObject) = 0;
+
+ /**
+ * @brief Set stroke width. Defaults to 0 if unset.
+ *
+ * @param[in] inPathObject Pointer to NV path object
+ *
+ * @return No return
+ */
+ virtual void SetStrokeWidth(NVRenderBackendPathObject inPathObject,
+ QT3DSF32 inStrokeWidth) = 0;
+
+ /**
+ * @brief Path transform commands
+ *
+ * @param[in] inPathObject Pointer to NV path object
+ *
+ * @return No return
+ */
+ virtual void SetPathProjectionMatrix(const QT3DSMat44 inPathProjection) = 0;
+ virtual void SetPathModelViewMatrix(const QT3DSMat44 inPathModelview) = 0;
+
+ /**
+ * @brief Path stencil pass operations
+ *
+ * @param[in] inPathObject Pointer to NV path object
+ *
+ * @return No return
+ */
+ virtual void StencilStrokePath(NVRenderBackendPathObject inPathObject) = 0;
+ virtual void StencilFillPath(NVRenderBackendPathObject inPathObject) = 0;
+
+ /**
+ * @brief Does a instanced stencil fill pass
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] fillMode Fille mode
+ * @param[in] stencilMask Stencil mask
+ * @param[in] transformType Transforming glyphs
+ * @param[in] transformValues Pointer to array of transforms
+ *
+ * @return No return
+ */
+ virtual void StencilFillPathInstanced(
+ NVRenderBackendPathObject po, size_t numPaths, NVRenderPathFormatType::Enum type,
+ const void *charCodes, NVRenderPathFillMode::Enum fillMode, QT3DSU32 stencilMask,
+ NVRenderPathTransformType::Enum transformType, const QT3DSF32 *transformValues) = 0;
+
+ /**
+ * @brief Does a instanced stencil stroke pass
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] stencilRef Stencil reference
+ * @param[in] stencilMask Stencil mask
+ * @param[in] transformType Transforming glyphs
+ * @param[in] transformValues Pointer to array of transforms
+ *
+ * @return No return
+ */
+ virtual void StencilStrokePathInstancedN(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathFormatType::Enum type,
+ const void *charCodes, QT3DSI32 stencilRef,
+ QT3DSU32 stencilMask,
+ NVRenderPathTransformType::Enum transformType,
+ const QT3DSF32 *transformValues) = 0;
+
+ /**
+ * @brief Does a instanced cover fill pass
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] coverMode Cover mode
+ * @param[in] transformType Transforming glyphs
+ * @param[in] transformValues Pointer to array of transforms
+ *
+ * @return No return
+ */
+ virtual void CoverFillPathInstanced(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathFormatType::Enum type,
+ const void *charCodes,
+ NVRenderPathCoverMode::Enum coverMode,
+ NVRenderPathTransformType::Enum transformType,
+ const QT3DSF32 *transformValues) = 0;
+
+ /**
+ * @brief Does a instanced cover stroke pass
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] coverMode Cover mode
+ * @param[in] transformType Transforming glyphs
+ * @param[in] transformValues Pointer to array of transforms
+ *
+ * @return No return
+ */
+ virtual void CoverStrokePathInstanced(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathFormatType::Enum type,
+ const void *charCodes,
+ NVRenderPathCoverMode::Enum coverMode,
+ NVRenderPathTransformType::Enum transformType,
+ const QT3DSF32 *transformValues) = 0;
+
+ /**
+ * @brief Path stencil and depth offset
+ *
+ * @param[in] inSlope slope
+ * @param[in] inBias bias
+ *
+ * @return No return
+ */
+ virtual void SetPathStencilDepthOffset(QT3DSF32 inSlope, QT3DSF32 inBias) = 0;
+
+ /**
+ * @brief Path cover function
+ *
+ * @param[in] inDepthFunction depth function
+ *
+ * @return No return
+ */
+ virtual void SetPathCoverDepthFunc(NVRenderBoolOp::Enum inDepthFunction) = 0;
+
+ /**
+ * @brief Load glyphs
+ *
+ * @param[in] po Base of path objects
+ * @param[in] fontTarget System font, or application font,...
+ * @param[in] fontName Name of font ( may include path )
+ * @param[in] fontStyle Bold or italic
+ * @param[in] numGlyphs Glyph count
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] handleMissingGlyphs skip or use
+ * @param[in] pathParameterTemplate template
+ * @param[in] emScale scale ( true type scale e.g. 2048 )
+ *
+ * @return No return
+ */
+ virtual void LoadPathGlyphs(NVRenderBackendPathObject po,
+ NVRenderPathFontTarget::Enum fontTarget, const void *fontName,
+ NVRenderPathFontStyleFlags fontStyle, size_t numGlyphs,
+ NVRenderPathFormatType::Enum type, const void *charCodes,
+ NVRenderPathMissingGlyphs::Enum handleMissingGlyphs,
+ NVRenderBackendPathObject pathParameterTemplate,
+ QT3DSF32 emScale) = 0;
+
+ /**
+ * @brief Load indexed font set
+ *
+ * @param[in] po Base of path objects
+ * @param[in] fontTarget System font, or application font,...
+ * @param[in] fontName Name of font ( may include path )
+ * @param[in] fontStyle Bold or italic
+ * @param[in] firstGlyphIndex First glyph
+ * @param[in] numGlyphs Glyph count
+ * @param[in] pathParameterTemplate template
+ * @param[in] emScale scale ( true type scale e.g. 2048 )
+ *
+ * @return return load status
+ */
+ virtual NVRenderPathReturnValues::Enum
+ LoadPathGlyphsIndexed(NVRenderBackendPathObject po, NVRenderPathFontTarget::Enum fontTarget,
+ const void *fontName, NVRenderPathFontStyleFlags fontStyle,
+ QT3DSU32 firstGlyphIndex, size_t numGlyphs,
+ NVRenderBackendPathObject pathParameterTemplate, QT3DSF32 emScale) = 0;
+
+ /**
+ * @brief Load indexed font set
+ *
+ * @param[in] fontTarget System font, or application font,...
+ * @param[in] fontName Name of font ( may include path )
+ * @param[in] fontStyle Bold or italic
+ * @param[in] pathParameterTemplate template
+ * @param[in] emScale scale ( true type scale e.g. 2048 )
+ * @param[out] po contains glyph count
+ *
+ * @return returnr base path object
+ */
+ virtual NVRenderBackendPathObject
+ LoadPathGlyphsIndexedRange(NVRenderPathFontTarget::Enum fontTarget, const void *fontName,
+ NVRenderPathFontStyleFlags fontStyle,
+ NVRenderBackendPathObject pathParameterTemplate, QT3DSF32 emScale,
+ QT3DSU32 *count) = 0;
+
+ /**
+ * @brief Load font set
+ *
+ * @param[in] po Base of path objects
+ * @param[in] fontTarget System font, or application font,...
+ * @param[in] fontName Name of font ( may include path )
+ * @param[in] fontStyle Bold or italic
+ * @param[in] firstGlyph First glyph
+ * @param[in] numGlyphs Glyph count
+ * @param[in] handleMissingGlyphs skip or use
+ * @param[in] pathParameterTemplate template
+ * @param[in] emScale scale ( true type scale e.g. 2048 )
+ *
+ * @return No return
+ */
+ virtual void LoadPathGlyphRange(NVRenderBackendPathObject po,
+ NVRenderPathFontTarget::Enum fontTarget,
+ const void *fontName, NVRenderPathFontStyleFlags fontStyle,
+ QT3DSU32 firstGlyph, size_t numGlyphs,
+ NVRenderPathMissingGlyphs::Enum handleMissingGlyphs,
+ NVRenderBackendPathObject pathParameterTemplate,
+ QT3DSF32 emScale) = 0;
+
+ /**
+ * @brief Query font metrics
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] metricQueryMask Qeury bit mask
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] stride scale ( true type scale e.g. 2048 )
+ * @param[out] metrics Filled with font metric values
+ *
+ * @return No return
+ */
+ virtual void GetPathMetrics(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathGlyphFontMetricFlags metricQueryMask,
+ NVRenderPathFormatType::Enum type, const void *charCodes,
+ size_t stride, QT3DSF32 *metrics) = 0;
+
+ /**
+ * @brief Query font metrics
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] metricQueryMask Qeury bit mask
+ * @param[in] stride scale ( true type scale e.g. 2048 )
+ * @param[out] metrics Filled with font metric values
+ *
+ * @return No return
+ */
+ virtual void GetPathMetricsRange(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathGlyphFontMetricFlags metricQueryMask,
+ size_t stride, QT3DSF32 *metrics) = 0;
+
+ /**
+ * @brief Query path spacing
+ *
+ * @param[in] po Base of path objects
+ * @param[in] numPaths Number path objects
+ * @param[in] pathListMode How to compute spacing
+ * @param[in] type type ( byte, int,... )
+ * @param[in] charCodes charachter string
+ * @param[in] advanceScale
+ * @param[in] kerningScale
+ * @param[in] transformType
+ * @param[out] metrics Filled with font metric values
+ *
+ * @return No return
+ */
+ virtual void GetPathSpacing(NVRenderBackendPathObject po, size_t numPaths,
+ NVRenderPathListMode::Enum pathListMode,
+ NVRenderPathFormatType::Enum type, const void *charCodes,
+ QT3DSF32 advanceScale, QT3DSF32 kerningScale,
+ NVRenderPathTransformType::Enum transformType,
+ QT3DSF32 *spacing) = 0;
+
+ virtual QSurfaceFormat format() const = 0;
+
+ protected:
+ /// struct for what the backend supports
+ typedef struct NVRenderBackendSupport
+ {
+ union {
+ struct
+ {
+ bool bDXTImagesSupported : 1; ///< compressed images supported
+ bool bAnistropySupported : 1; ///< anistropic filtering supported
+ bool bTextureSwizzleSupported : 1; ///< texture swizzle supported
+ bool bDepthStencilSupported : 1; ///< depth stencil textures are supported
+ bool bFPRenderTargetsSupported : 1; ///< floating point render targets are
+ ///supported
+ bool bConstantBufferSupported : 1; ///< Constant (uniform) buffers are supported
+ bool bMsTextureSupported : 1; ///< Multisample textures are esupported
+ bool bFastBlitsSupported : 1; ///< The hardware supports fast memor blits
+ bool bTessellationSupported : 1; ///< Hardware supports tessellation
+ bool bComputeSupported : 1; ///< Hardware supports compute shader
+ bool bGeometrySupported : 1; ///< Hardware supports geometry shader
+ bool bTimerQuerySupported : 1; ///< Hardware supports timer queries
+ bool bProgramInterfaceSupported : 1; ///< API supports program interface queries
+ bool bStorageBufferSupported : 1; ///< Shader storage buffers are supported
+ bool bAtomicCounterBufferSupported : 1; ///< Atomic counter buffers are
+ /// supported
+ bool bShaderImageLoadStoreSupported : 1; ///< Shader image load / store
+ ///operations are supported
+ bool bProgramPipelineSupported : 1; ///< Driver supports separate programs
+ bool bNVPathRenderingSupported : 1; ///< Driver NV path rendering
+ bool bNVAdvancedBlendSupported : 1; ///< Advanced blend modes supported
+ bool bNVBlendCoherenceSupported : 1; ///< Advanced blend done coherently
+ ///supported
+ bool bGPUShader5ExtensionSupported : 1;
+ bool bKHRAdvancedBlendSupported : 1; ///< Advanced blend modes supported
+ bool bKHRBlendCoherenceSupported : 1; ///< Advanced blend done coherently
+ bool bVertexArrayObjectSupported : 1;
+ bool bStandardDerivativesSupported : 1;
+ bool bTextureLodSupported : 1;
+ } bits;
+
+ QT3DSU32 u32Values;
+ } caps;
+ } NVRenderBackendSupportBits;
+
+ NVRenderBackendSupportBits m_backendSupport; ///< holds the backend support bits
+ };
+}
+}
+
+#endif