blob: 60a607de3a2544dfed8c8a4bbc80438a8eea17bb [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** 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 <QtQuick3DRender/private/qssgrendercontext_p.h>
#include <QtQuick3DRender/private/qssgrenderimagetexture_p.h>
#include <QtQuick3DRender/private/qssgrendertexture2d_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include <limits>
QT_BEGIN_NAMESPACE
QSSGRenderImage2D::QSSGRenderImage2D(const QSSGRef<QSSGRenderContext> &context,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderImageAccessType inAccess)
: m_context(context)
, m_texture2D(inTexture)
, m_textureUnit(std::numeric_limits<qint32>::max())
, m_accessType(inAccess)
, m_textureLevel(0)
{
}
QSSGRenderImage2D::~QSSGRenderImage2D()
{
}
void QSSGRenderImage2D::setTextureLevel(qint32 inLevel)
{
if (m_texture2D && m_texture2D->numMipmaps() >= (quint32)inLevel) {
m_textureLevel = inLevel;
}
}
void QSSGRenderImage2D::bind(qint32 unit)
{
if (unit == -1)
m_textureUnit = m_context->nextTextureUnit();
else
m_textureUnit = unit;
QSSGTextureDetails theDetails(m_texture2D->textureDetails());
// note it is the callers responsibility that the texture format is supported by the compute
// shader
m_context->backend()->bindImageTexture(m_texture2D->handle(),
m_textureUnit,
m_textureLevel,
false,
0,
m_accessType,
theDetails.format);
}
QSSGRenderBackend::QSSGRenderBackendTextureObject QSSGRenderImage2D::handle()
{
return m_texture2D->handle();
}
QT_END_NAMESPACE