// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef GLES2_RENDERER_TEXTURE_2D_H #define GLES2_RENDERER_TEXTURE_2D_H #include #if defined(RENDERER_ENABLE_GLES2) #include #include #include "GLES2Renderer.h" namespace SampleRenderer { class RendererTextureDesc; class GLES2RendererTexture2D : public RendererTexture2D { public: GLES2RendererTexture2D(const RendererTextureDesc &desc); virtual ~GLES2RendererTexture2D(void); public: virtual void *lockLevel(PxU32 level, PxU32 &pitch); virtual void unlockLevel(PxU32 level); void bind(PxU32 textureUnit); void select(PxU32 stageIndex); private: GLuint m_textureid; GLuint m_glformat; GLuint m_glinternalformat; GLuint m_gltype; PxU32 m_width; PxU32 m_height; PxU32 m_numLevels; PxU8 **m_data; }; } #endif // #if defined(RENDERER_ENABLE_GLES2) #endif