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| ** |
| ** Copyright (C) 2008-2012 NVIDIA Corporation. |
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| ** This file is part of Qt Quick 3D. |
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| |
| #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 |