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#ifndef QSSG_RENDER_RENDER_IMAGE_TEXTURE_H
#define QSSG_RENDER_RENDER_IMAGE_TEXTURE_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 QSSGRenderTexture2D;
// a wrapper class for QSSGRenderTexture2D
// to use with compute shaders and load / store image shaders
class Q_QUICK3DRENDER_EXPORT QSSGRenderImage2D
{
Q_DISABLE_COPY(QSSGRenderImage2D)
public:
QAtomicInt ref;
private:
QSSGRef<QSSGRenderContext> m_context; ///< pointer to context
QSSGRef<QSSGRenderBackend> m_backend; ///< pointer to backend
QSSGRef<QSSGRenderTexture2D> m_texture2D; ///< pointer to texture
qint32 m_textureUnit; ///< texture unit this texture should use
QSSGRenderImageAccessType m_accessType; ///< texture / image access type ( read, write, read_write )
quint32 m_textureLevel; ///< texture level we use for this image
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] fnd Pointer to foundation
* @param[in] inTexture Pointer to a QSSGRenderTexture2D object
* @param[in] inAccess Image access type ( read, write, read_write )
*
* @return No return.
*/
QSSGRenderImage2D(const QSSGRef<QSSGRenderContext> &context,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderImageAccessType inAccess);
~QSSGRenderImage2D();
/**
* @brief Set the access rights within the shader.
* Can be read, write or read_write.
*
* @param[in] inAccess Image access type ( read, write, read_write )
*
* @return No return.
*/
void setAccessType(QSSGRenderImageAccessType inAccess) { m_accessType = inAccess; }
/**
* @brief Set the texture level we use for this image
*
* @param[in] inLevel texture level ( must be in range of max levels )
*
* @return No return.
*/
void setTextureLevel(qint32 inLevel);
/**
* @brief Get texture unit used
*
*
* @return texture unit bound to.
*/
qint32 textureUnit() const { return m_textureUnit; }
/**
* @brief Bind a texture for shader access
*
* @param[in] unit The binding point
*
* @return No return.
*/
void bind(qint32 unit);
/**
* @brief get the backend object handle
* here we return the handle from the wrapped texture
*
* @return the backend object handle.
*/
QSSGRenderBackend::QSSGRenderBackendTextureObject handle();
};
QT_END_NAMESPACE
#endif