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-rw-r--r--src/Runtime/ogl-runtime/src/render/Qt3DSRenderTextureBase.h177
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/src/render/Qt3DSRenderTextureBase.h b/src/Runtime/ogl-runtime/src/render/Qt3DSRenderTextureBase.h
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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_BUFFER_H
-#define QT3DS_RENDER_QT3DS_RENDER_TEXTURE_BUFFER_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 NVRenderTextureSampler;
-
- struct STextureDetails
- {
- QT3DSU32 m_Width;
- QT3DSU32 m_Height;
- QT3DSU32 m_Depth;
- QT3DSU32 m_SampleCount;
- NVRenderTextureFormats::Enum m_Format;
-
- STextureDetails(QT3DSU32 w, QT3DSU32 h, QT3DSU32 d, QT3DSU32 samples, NVRenderTextureFormats::Enum f)
- : m_Width(w)
- , m_Height(h)
- , m_Depth(d)
- , m_SampleCount(samples)
- , m_Format(f)
- {
- }
- STextureDetails()
- : m_Width(0)
- , m_Height(0)
- , m_Depth(0)
- , m_SampleCount(1)
- , m_Format(NVRenderTextureFormats::Unknown)
- {
- }
- };
-
- class NVRenderTextureBase : public NVRefCounted
- {
-
- protected:
- 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
- NVRenderBackend::NVRenderBackendTextureObject m_TextureHandle; ///< opaque backend handle
- QT3DSU32 m_TextureUnit; ///< texture unit this texture should use
- bool m_SamplerParamsDirty; ///< true if sampler state is dirty
- bool m_TexStateDirty; ///< true if texture object state is dirty
- QT3DSU32 m_SampleCount; ///< texture height
- NVRenderTextureFormats::Enum m_Format; ///< texture format
- NVRenderTextureTargetType::Enum m_TexTarget; ///< texture target
- NVRenderTextureSampler *m_Sampler; ///< current texture sampler state
- QT3DSI32 m_BaseLevel; ///< minimum lod specified
- QT3DSI32 m_MaxLevel; ///< maximum lod specified
- QT3DSU32 m_MaxMipLevel; ///< highest mip level
- bool m_Immutable; ///< true if this is a immutable texture ( size and format )
-
- public:
- /**
- * @brief constructor
- *
- * @param[in] context Pointer to context
- * @param[in] fnd Pointer to foundation
- * @param[in] texTarget Texture target
- *
- * @return No return.
- */
- NVRenderTextureBase(NVRenderContextImpl &context, NVFoundationBase &fnd,
- NVRenderTextureTargetType::Enum texTarget);
-
- virtual ~NVRenderTextureBase();
-
- // define refcount functions
- QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
-
- virtual void SetMinFilter(NVRenderTextureMinifyingOp::Enum value);
- virtual void SetMagFilter(NVRenderTextureMagnifyingOp::Enum value);
-
- virtual void SetBaseLevel(QT3DSI32 value);
- virtual void SetMaxLevel(QT3DSI32 value);
-
- virtual void SetTextureWrapS(NVRenderTextureCoordOp::Enum value);
- virtual void SetTextureWrapT(NVRenderTextureCoordOp::Enum value);
-
- virtual void SetTextureCompareMode(NVRenderTextureCompareMode::Enum value);
- virtual void SetTextureCompareFunc(NVRenderTextureCompareOp::Enum value);
-
- virtual void SetTextureUnit(QT3DSU32 unit) { m_TextureUnit = unit; }
- virtual QT3DSU32 GetTextureUnit() const { return m_TextureUnit; }
-
- // Get the texture details for mipmap level 0 if it was set.
- virtual STextureDetails GetTextureDetails() const = 0;
-
- virtual bool IsMultisampleTexture() const
- {
- return (m_TexTarget == NVRenderTextureTargetType::Texture2D_MS);
- }
- virtual QT3DSU32 GetSampleCount() const { return m_SampleCount; }
- virtual bool IsImmutableTexture() const { return m_Immutable; }
-
- /**
- * @brief Bind a texture for shader access
- *
- *
- * @return No return.
- */
- virtual void Bind() = 0;
-
- virtual QT3DSU32 GetNumMipmaps() { return m_MaxMipLevel; }
-
- /**
- * @brief Query if texture needs coordinate swizzle
- *
- * @return texture swizzle mode
- */
- virtual NVRenderTextureSwizzleMode::Enum GetTextureSwizzleMode()
- {
- // if our backend supports hardware texture swizzle then there is no need for a shader
- // swizzle
- return (m_Backend->GetRenderBackendCap(
- NVRenderBackend::NVRenderBackendCaps::TexSwizzle))
- ? NVRenderTextureSwizzleMode::NoSwizzle
- : m_Backend->GetTextureSwizzleMode(m_Format);
- }
-
- /**
- * @brief get the backend object handle
- *
- * @return the backend object handle.
- */
- virtual NVRenderBackend::NVRenderBackendTextureObject GetTextureObjectHandle()
- {
- return m_TextureHandle;
- }
-
- protected:
- void applyTexParams();
- void applyTexSwizzle();
- };
-}
-}
-
-#endif