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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(qint32 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; } |
| void setsamplerParamsDirty() { m_samplerParamsDirty = true; } |
| |
| /** |
| * @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 |