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#ifndef QSSG_RENDER_TEXTURE_BUFFER_H
#define QSSG_RENDER_TEXTURE_BUFFER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRender/private/qssgrenderbackend_p.h>
QT_BEGIN_NAMESPACE
class QSSGRenderContext;
class QSSGRenderTextureSampler;
struct QSSGTextureDetails
{
qint32 width = 0;
qint32 height = 0;
qint32 depth = 0;
qint32 sampleCount = 1;
QSSGRenderTextureFormat format = QSSGRenderTextureFormat::Unknown;
QSSGTextureDetails(qint32 w, qint32 h, qint32 d, qint32 samples, QSSGRenderTextureFormat f)
: width(w), height(h), depth(d), sampleCount(samples), format(f)
{
}
QSSGTextureDetails() = default;
};
class Q_QUICK3DRENDER_EXPORT QSSGRenderTextureBase
{
Q_DISABLE_COPY(QSSGRenderTextureBase)
public:
QAtomicInt ref;
protected:
QSSGRef<QSSGRenderContext> m_context; ///< pointer to context
QSSGRef<QSSGRenderBackend> m_backend; ///< pointer to backend
QSSGRenderBackend::QSSGRenderBackendTextureObject m_handle; ///< opaque backend handle
qint32 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
qint32 m_sampleCount; ///< texture height
QSSGRenderTextureFormat m_format; ///< texture format
QSSGRenderTextureTargetType m_texTarget; ///< texture target
QSSGRenderTextureSampler *m_sampler; ///< current texture sampler state
qint32 m_baseLevel; ///< minimum lod specified
qint32 m_maxLevel; ///< maximum lod specified
qint32 m_maxMipLevel; ///< highest mip level
bool m_immutable; ///< true if this is a immutable texture ( size and format )
bool m_ownsTexture = true;
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] fnd Pointer to foundation
* @param[in] texTarget Texture target
*
* @return No return.
*/
QSSGRenderTextureBase(const QSSGRef<QSSGRenderContext> &context, QSSGRenderTextureTargetType texTarget, bool ownsTexture = true);
virtual ~QSSGRenderTextureBase();
virtual void setMinFilter(QSSGRenderTextureMinifyingOp value);
virtual void setMagFilter(QSSGRenderTextureMagnifyingOp value);
virtual void setBaseLevel(qint32 value);
virtual void setMaxLevel(qint32 value);
virtual void setTextureWrapS(QSSGRenderTextureCoordOp value);
virtual void setTextureWrapT(QSSGRenderTextureCoordOp value);
virtual void setTextureCompareMode(QSSGRenderTextureCompareMode value);
virtual void setTextureCompareFunc(QSSGRenderTextureCompareOp value);
virtual void setTextureUnit(quint32 unit) { m_textureUnit = unit; }
virtual qint32 textureUnit() const { return m_textureUnit; }
// Get the texture details for mipmap level 0 if it was set.
virtual QSSGTextureDetails textureDetails() const = 0;
bool isMultisampleTexture() const { return (m_texTarget == QSSGRenderTextureTargetType::Texture2D_MS); }
qint32 sampleCount() const { return m_sampleCount; }
bool isImmutable() const { return m_immutable; }
QSSGRenderTextureTargetType target() const { return m_texTarget; }
/**
* @brief Bind a texture for shader access
*
*
* @return No return.
*/
virtual void bind() = 0;
virtual quint32 numMipmaps() const { return m_maxMipLevel; }
/**
* @brief Query if texture needs coordinate swizzle
*
* @return texture swizzle mode
*/
virtual QSSGRenderTextureSwizzleMode textureSwizzleMode()
{
// if our backend supports hardware texture swizzle then there is no need for a shader
// swizzle
return (m_backend->getRenderBackendCap(QSSGRenderBackend::QSSGRenderBackendCaps::TexSwizzle))
? QSSGRenderTextureSwizzleMode::NoSwizzle
: m_backend->getTextureSwizzleMode(m_format);
}
/**
* @brief get the backend object handle
*
* @return the backend object handle.
*/
virtual QSSGRenderBackend::QSSGRenderBackendTextureObject handle() { return m_handle; }
protected:
void applyTexParams();
void applyTexSwizzle();
};
QT_END_NAMESPACE
#endif